115,298 Commits over 3,959 Days - 1.21cph!
player anim updates, updated parachute rig (with handle fix bones) & updated anims, canopy fbx update, ik targets updated on deployed prefab
Raised WorkBench 2 under-table colliders to make space for a wood box again. This doesn't actually fix it though - there's something else still going wrong.
Rocket & attack prefab fixes.
Added lods to parachute backpack (not in deployed backpack yet)
Backpack slot in inventory now hides if underwear picker is enabled
Added a new backpack slot icon
Merge Main -> Attack Helicopter
Fixed early exit in AttackHelicopterTurret InputTick + some code cleanup.
Merge Attack Helicopter -> Main
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Merge from analytics_aug_23
Implement clan leaderboard UI
Resolution/compression tweaks.
Merge from main -> global_networked_bases
Merge from main -> analytics_aug_23
Added an attack prefab for the homing launcher, instead of it using the RL one.
Pos fix & FX prefab update for the positioner.
Added root position entity for FX spawning.
Increase scale of "highlight" effect so it doesn't clip into the mesh
Disable instancing when upgrade gibs effect is happening
Only send global updates to clients with instanced rendering enabled to ensure server performance is ok
Add `limit_global_update_broadcast` convar to control above behavior
Ensure everything is disabled when `--normal-rendering` is set
Added unpacked parachute art
Add `global_network_debug` convar to control printing "took X time to send trees / global updates to player"
exported hml updated anims and rig
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merge from water_jump_force
merge from windmill_material_fix
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
exported updated homing missle launcher viewmodel animations
S2P bandit_town - fixes HAB not spawning when bought at bandit camp