113,525 Commits over 3,959 Days - 1.19cph!
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updated anims, skinning & anim controller
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Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
DroppedItems can be marked to not combine.
Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
Move camera back up to default view when leaving sweetspot scan mode.
Cleanup.
player update. setting up cross bow anims
Shovel item can now be used for digging flags up.
Set some placeholder shovel values.
Tweaked sweet spot detection range to be more lenient.
Sanity check player to flag distance.
Bit of cleanup
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anim updates, transitions, animation controller setup
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Fixed NRE whilst reloading and switching between inventory/hotbar weapons
Ensured all neon signs stack to 5
Fixed bug causing unpowered turrets to turn on the light attachment of a weapon even when unpowered
decal layer change on some materials
removed exit time when going into scan
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
merge from skinning_knife_fix
Trigger scan anim from code.
Remove old yaw/pitch transform placeholders.
Added scanBlend param to metal detector animator.
Set scanBlend from code.
Refactored some placeholder code so I can easily remove it when animation is fully setup.
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
Don't force VM lower in code now we have a VM setup
some progress from before break
merge from collision meshes as shadow fix
merge from 'generic texture improvements'
contains generic barrels and forklift re-texture jobs too
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
Remove PlayerInventory.debugWearIssues, no longer needed
merge from tutorial_island
Fixed sleepers not updating clothing
Nixed temp helper script.
Fireball rework for omni direct usage, applied to prefabs.
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly)
When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation
This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity
This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)