111,677 Commits over 3,928 Days - 1.18cph!
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
exported edited dpv player animations
merge from world_update_2
reapply
105536 Reduced river rocks density by 50 percent according to feedback
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Set compression to Normal for all cliff textures
Fixed hardside wallpaper rarely considered inside when building rock bases
Moved TerrainHeightSet on the god rock to fix holes
merge from world_update_2
Show toast when trying to mix different liquids so the player has a clue whats going on
cave_small_hard terrain anchor fixes
Removed map names of all unique enviroments
Update: GameSetup can load save with double-quotes
Makes it friendly with explorer's "copy as path" action.
Tests: loaded a procedural save
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Updated Standing Coat Hanger Collider to be Lower Res
Fix blunderbuss hammers flicking back at the end of the reload
Imported Wall Mounted Coat Hanger Textures and Models
Added and Setup Wall Mounted Coat Hanger Prop Prefab
Setup Wall Mounted Coat Hanger Material, Colliders and LODs
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
Merge: from main
Tests: none, trivial changes
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
merge from fix_monument_scenes_osx -> main
Disable monument scenes by default due to issues with unix paths, path capitalization & lighting breaking inside certain monuments
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WIP pistol aimpose setup (using python as test)
Fixed not being able to switch to weapons that aren't using v2
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones
Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
Client and None compile fixes
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
disable dynamic pricing on waterwell npc
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All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
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lowered tea sell order probability and increased refill rate to repopulate much slower
adjusted DPV health
adjusted waterwellshopkeeper inventory