126,617 Commits over 4,109 Days - 1.28cph!
updated vm surrender anim loop & transitions
Merge from fix_barricade_subway_entrance -> main
Travelling Vendor ~
- Increased Torque
- Simplified and improved pullover mechanics, as well as alignment
- Put max speed system in
- Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts
- FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly
- Fixed issues with handling at high speeds
- Fixed brake problems
- Vehicle push/ player push now only enabled when in movement|
- Fixed bugs stopping vendor from stopping when players are nearby
- Fixed brake lights
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
Add code to handle "BlockBarricadePlacment" tag
Add "ConstructionErrors" class to store Translate phrases for construction errors
Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
Updated Vintage Wardrobe FBX and Prefab
Fix official servers tab not loading all servers when cache is turned off
Shadow cascade blending fallback when fov is low to prevent artifacts
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
edited blunderbus viewmodel reload and admire anims
Added scaled crocodile rig and mesh
fix for decal trims on storage warehouse.
updated 3p surrender anim loop & transitions
Renamed wallpaper prefabs
Converted wallpaper to building block conditional models instead of entities
Save an int on the building block corresponding to the wallpaper skin and spawn conditional models based on that
Reduced distance to kirb
Clear hits list in between
Fixed IO hoses material fuckery again, unity didn't like the renames
merge from hood_and_cuffs
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from hood_and_cuffs
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
washing line fbx fix
1.5m/3m
switched cast shadows to off for shotgun buckshot, incedinary, slug and handmade shell prefabs
Added "Force Swap Seats" radial menu option for mounted handcuffed players (but not driver seat)
added collision to storage warehouse, reworked lod1, added dressing.
Renamed crcodile anims file
Only "hit" valid player targets animation wise when swinging handcuffs.
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turned default gutter material green for now (test)
re-saved fridge textures to 2k
Merge from fix_batching_rainbow_logs -> main
Merge from dismount_parachute_fix
Missed removing the old early exit
Fix logs inheriting the color of shipping container after recent fix for white barrels
Scene to prefab everything
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
Try switching bikes to Continuous Speculative, let's see how it goes
Cherrypick all the code from the /prefabs subbranch