32,305 Commits over 4,048 Days - 0.33cph!
Added anim events for wire renderer visibility
updated vm wire anims, updated cable skinning
reverted wire animator back to previous version
Metal Rowboat, materials textures, gibs and lods
compile fix
skin approval
Removed unused method from BaseEntity (accidentally added in 29904)
Particle effects that are spawned via the effect library switch their simulation space according to their parent
Entities can have child entities in their hierarchy
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Fixed missing Profiler.EndSample in TeamUpdate
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
Added normal offset control to rust/std+wind shader variants
Exposed NPC vending machines to SDK prefab list
Fix roof colider issue inside the cargo ship interior
Updated HAB prefab with gibbable script on deflated balloon
Fixed basket gibs outputting convex collider errors
Adding deflated balloon gibs
Fixed HAB basket gibs using balloon gibs
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Changed a bunch of shit on cargo ship style 2 from the world layer to the default layer
reduced popping lods (mesh & smoothing group correction in lower lods) for rowboat.
Fixed foot IK when crouching
Cargo ship waves don’t play when you’re below deck
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
skin approval
removed halloween sounds
Fixed HAB falling out of the sky on server restart
Dropped items now inherit parent velocity
When parenting an entity with a rigidbody, automatically adjust its velocity to local space
DroppedItem and TimedExplosive are flagged as physics driven (better interpolation)
Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
Fixed a corrupted texture's alpha channel