130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
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                edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
                
                
                
                
             
         
        
            
            
            
                
                Renaming crouch to duck for consistency
                
                
                
                
             
         
        
            
            
            
                
                First pass on scientists peeking out of tall and low cover
                
                
                
                
             
         
        
            
            
            
                
                Cleaning up the last of the TAA code
                
                
                
                
             
         
        
            
            
            
                
                Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
                
                
                
                
             
         
        
            
            
            
                
                Submitting new ballista rigs
                
                
                
                
             
         
        
        
            
            
            
                
                Changed how we detect the entities to damaged when using the battering ram, works better
                
                
                
                
             
         
        
            
            
            
                
                handling item condition properly on ice sculpture deployables
                
                
                
                
             
         
        
            
            
            
                
                Fixed battering ram door not cancelling its busy tick
                
                
                
                
             
         
        
            
            
            
                
                BallistaGun.Update and ServerTick nre fix
                
                
                
                
             
         
        
            
            
            
                
                Battering ram button animation
                
                
                
                
             
         
        
            
            
            
                
                made smoothing less aggressive (still destructive, just less so)
                
                
                
                
             
         
        
            
            
            
                
                fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
                
                
                
                
             
         
        
            
            
            
                
                Fixed battering ram hit anim
                
                
                
                
             
         
        
            
            
            
                
                Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
                
                
                
                
             
         
        
            
            
            
                
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                battering ram
- new broken state
- animator updates
- added 'broken' bool
                
                
                
                
             
         
        
            
            
            
                
                Have scientists only crouch when their cover is low
                
                
                
                
             
         
        
            
            
            
                
                jungle_ruins_e more complex layout design
                
                
                
                
             
         
        
            
            
            
                
                main -> 4ShotMiniCrossbow
                
                
                
                
             
         
        
            
            
            
                
                Implemented battering ram rig and animations
                
                
                
                
             
         
        
            
            
            
                
                deauth_toolcupboard_lock_fix -> main
                
                
                
                
             
         
        
            
            
            
                
                Deauth/Auth radius command now works for the locks on Tool Cupboards
                
                
                
                
             
         
        
            
            
            
                
                Clean: fixing typo in "ServerProfiler::AppendNameTo"
Noticed when working on now-discarded assembly name skipping
Tests: scripts build in editor
                
                
                
                
             
         
        
            
            
            
                
                drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block
                
                
                
                
             
         
        
            
            
            
                
                Make scientists approach by sprinting or sneaking from cover to cover
                
                
                
                
             
         
        
            
            
            
                
                Fixed battering ram back door flickering
                
                
                
                
             
         
        
            
            
            
                
                Adding split fbxs for battering ram hardware rig
                
                
                
                
             
         
        
            
            
            
                
                Add an additional null check when removing instances
                
                
                
                
             
         
        
            
            
            
                
                dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
                
                
                
                
             
         
        
            
            
            
                
                mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
                
                
                
                
             
         
        
            
            
            
                
                Updating battering ram rig hierarchy
                
                
                
                
             
         
        
            
            
            
                
                fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
                
                
                
                
             
         
        
            
            
            
                
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                 merge from qol_report_server_rules
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from workshop_scene_update
                
                
                
                
             
         
        
        
            
            
            
                
                Updated knight armour dlc materials and textures
                
                
                
                
             
         
        
            
            
            
                
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                Merge from magnetcrane_deathscreen
                
                
                
                
             
         
        
        
            
            
            
                
                Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
                
                
                
                
             
         
        
            
            
            
                
                Updated invisible admin cube + wall so they can be removed using ent kill
                
                
                
                
             
         
        
            
            
            
                
                Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
                
                
                
                
             
         
        
            
            
            
                
                Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
                
                
                
                
             
         
        
            
            
            
                
                Added magnet crane avatar icon for death screen. Updated entity with prefab information.