31,922 Commits over 4,018 Days - 0.33cph!
merge from save217 (Staging wipe)
Fixed chickens being flagged for both navmesh and A*
merge from modders_junkyard
Camper BBQ lighting improvements
Supply drop visibility mods & related files.
Siren spinner animator supports red siren lights too
FX scene backup & airdrop related files.
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Removed a camper debugging convar
Modular car lights will now stay on if the driver switches seats (will turn off when a player dismounts if there are no other players in the car)
Fix fluid connections to tanker module not disconnecting properly
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Added profiling for PuzzleReset script
Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
Merge from benchmarking_update
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Reduced explosionForce on ch47
Updated backdrop prefab materials with new unlit shader (excluding grey variant)
Better fix for players getting stuck in dance after respawning
Remove last weeks fix, should no longer be needed
New ServerVar 'cargoshipevent' starts the cargo ship event
Fixed NRE during loading screen when loading demos without the matching map file
Added cinematic tracking marker prefabs for map makers (2 variants)
Remove old unused dance animation
Added an extra fallback to try and stop dance animation layers staying active after a gesture has ended
Hide eyePositionOverride and eyeCenterOverride in vehicle inspector. They're unused since vehicles always mount the player in a separate seat mountable.
Fixed cargo ship layouts still causing antihack trouble after my previous fix
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Fixed incorrect prefab ID on ScientistNPC_Cargo_Turret_Any
Fixed paddle glow outline being flipped
Fixed missing missing mesh assignments in WorldModelOutline scripts causing no outline glow on the following:
- m249
- camera
- boom box
- bow
- paddle