113,198 Commits over 3,959 Days - 1.19cph!
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player update. Edited spraycan handhold position and updated spraycan override controller to use the update unarmed idle pose
Fixed firefly artifacts blowing up bloom on glass modding cubes
player update. exported/setup rf transmitter anim set, created new overholdtype for it and edited detonator entity
Merge from /main/shader-memory-review3 => ~30% shader memory reduction
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merge from fix_convar_property_nre
merge from static_elevator_door_fix
Fix NRE when trying to access null string ConVars (changed codegen)
Run codegen
merge from red_overlay_swap
Set clipping checks to true by default when creating a new BaseVehicle
Initial scientist AI design file
Refined jaw movement in tutorial NPC anims. Updated NPC attire.
Adjusted Tutorial NPC head look weight to 0.5
Lowered opacity of building guide placement material
Expose head look weight on tutorial NPC, set to 0.7 (was 1)
Head look now only applies if the player is talking
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Improved camera FOV calculation
Crane can pickup and move objects to a specific target position/rotation
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Allow item position offset settings just for skin viewer
Removed param override, it didn't work how I hoped
Make "head only" the default
- Put "Always" mode only in BaseVehicle, since generic mountables should never use it.
- Moved the public inspector params out of #SERVER area (can cause issues when they're inside).
Boilerplate GenericLerp implementation for crane and entity setup
Refactored a bit to remove code duplication
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Ask player to start tutorial when they wake up rather than when they are sleeping
If the tutorial island cannot be loaded when reconnecting for whatever reason revert the player state so they aren't left in limbo
Merge from tutorial_island
Remove old comment that's no longer true
Fixed not being able to reconnect to a server mid tutorial after being disconnected
Merge from main -> full_server_demos
Additional walkway staircase meshes
Brick variant prefabs of industrial buildings a and b
Harbor 1 dressing progress
Try catch all parts of demo thread (incase of error on startup)
Try to create demo directory in multiple places (incase it gets deleted or changed by users)
(this will also kick off a new build)
Restored _vertex _fragment, and some _local, suffixes to save a few variants
military flamethrower LODs
-basic prefab setup
-LODbake textures and materials