106,698 Commits over 3,836 Days - 1.16cph!
Even simpler loot wagon variation chooser
Better loot wagon system, remembers the selected option on load from save
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn
This way different players can have different loadouts rather than everyone on the server having the same loadout
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout)
Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location)
Both for trailer filming
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Basic loot wagon variations with random selection of one option. But I don't think this is going to work with save/load.
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
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Nuclear missile silo bathroom progress
Bathroom mirror mesh and prefab
Sink and counter combo mesh and prefab
Deluxe light shader converted to use the same setup as the other lightbulb shader.
Utility to refresh ViewModels to fix material errors (only needed for media_projects)
Take All works again with new grid setup
codegen after merge proto conflict fix
Correctly remove weapon models again
Moved over most recent version of PoseTools + PlayerPose. Updated existing pose files
Additional media preview changes + prefabs
Fix NRE when deleting corpses with gingerbread cinematic mode on
Rigs + preview scene backup
Moved cinematicGingerbreadCorpses to the global section and made it client + server
When set on both will also emulate the particle fx of the gingerbread npc's
Added server.cinematicGingerbreadCorpses convar, when enabled a player wearing a gingerbread suit will gib like the NPC's (for trailer purposes)
This will prevent any items being transferred to the corpse, so shouldn't be enabled for regular gameplay
Reduce head clipping check size a little - means less false positives hitting outself
Removed unnecessary RaycastHit instantiation.
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