110,898 Commits over 3,897 Days - 1.19cph!
Transform copier script changes
Merge from zipline_dismount_angle
Improved behaviour of zipline dismounts
Now checks if a zipline position has a valid dismount before saving it as a safe dismount point
Increased the radius of the zipline capsule when checking if it can move forwards
Should no longer result in players being dismounted into clipping geometry on powerlines if the arrival point is at a harsh angle
Base player armour prefab (cine)
Dir changes, added armour materials
Merge from protobuf_osx_fix
Merge from fix_vending_multiplier_widget
Fix incorrect text label on the scrap received multiplier widget in the map screen when inspecting a vending machine
Now matches the correct label when interacting with a vending machine in person
Added generate.command so you can just double click rather than running terminal
Fixed protobufs not generating on OSX
Timeline updates + backups
Both wooden shields now use wooden impact pfx
Fixed "ent kill" commands affecting shields
Horse code cleanup
Fixed handbrake not working properly
Fixed item store lumberjack prototype pickaxe name
Added missing Model component to grenade.f1.entity (leading to missing skin in third person)
merge from fix_dropbox_industrial_last_slot -> main
Fix industrial conveyor not pulling from the last dropbox slot
merge from indirect instancing
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
vending_stats_fixes_2 -> main
- Ensure 'Sold' is translated on single feed entries
- Ensure 'Purchased on' is translated on the tooltip popup
- Rebuilt phrases
Flipped drone accessibility and see stats (makes more sense to the eye)
Update codegen exe (merged pooling -> optional field changes)
Further work on handling reload state with arrow persistence
Fixed battering ram using the wrong head health values
battering ram anim upodates
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Merge from /indirect_instancing
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
converted f1 grenade to use specgloss
Battering ram scoop damage renderer