113,666 Commits over 3,959 Days - 1.20cph!
Merge from main -> oil_rig_radiation
w_revolver reload - removed root bone in mask
set 3p rifle anims to use new avatar mask
merge from fix_default_binds_repeating
merge from fix_cached_browser_modded_tags
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merge from Legacy_Furnace
legacy item lighting setups
Created Secondary Icon for Confetti Cannon
updated world model prefab with necessary world model scripts
deleted hachet anims from testanims folder
added ik target to revolver.entity
lr300 wm reload- removed root bone in mask, ik target curve adjustments for deploy and reload
changed LODs, LOD3 is now baked down
2 materials to 1
updated melee holdtype override controller
exported player update first pass melee anim set
populated melee holdtype override controller with new melee anims
disabled spine ik on hachett entity prefab
exported player update melee anim set
merge from gc_buffer_settings
merge from fix_guest_enter_main_code
merge from legacy_shelter
Added total range percentage.
GetDetectionPos correctly applies view model cam offset if used.
WIP light setup.
Added editor-only MainMenuSystem.IgnoreEditorEscapeKey convar to prevent escape key from bringing up the UI when you want to siwtch mouse between editor and scene views without bringing up the UI
Bunch of refactor and separate some detector/UI code.
Some placeholder VM setup
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Fix wall being buildable between two different buildings allowing TCs to be connected and break
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Make a new mask specifically for the aim offset layer
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Cleaned up hand hold parameter handling
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
Use jobs+burst for 2D painting so very fast strokes don't kill your framerate
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Simplified ClientInit, less duplication
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
high calibre revolver LODs
basic world model prefab setup
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer