243,834 Commits over 3,898 Days - 2.61cph!
Offset and adjust entity bounds for wanted posters to fix not being interactable/visible on some building grades
Set up wanted poster variants as skins
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legacy bow texture resize
world model / lods
intial prefab(s) setup
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Add `ammoCount` to Item and fallback to the item's ammo count when inside a chest / locker / player inventory (other than hotbar)
Track all items on the server in `ItemManager.serverItems` dictionary so the item can be updated every time the `BaseProjectile` ammo is modified (normally it only can find item when inside player inventory)
Save ammoCount in protobuf as an Int where 0 = null, 1 = 0, etc (since protobuf doesn't support nullable types)
legacy bow initial setup
viewmodel, textures and materials
Leaderboard backup, run #6850
Leaderboard backup, run #6847
Leaderboard backup, run #6846
Leaderboard backup, run #6845
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frontier_mirror variants, gibs, setup prefabs, icons. cleaned up temp folder
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
Action link pulsing in editor
Holding shift while right clicking items into the repair bench will apply the last skin automatically
Allow skinning <0.75s but don't play the effect if it occured under that delay
frankenstein table craft fix
Move scenes out of root
Move components
Cleanup test scenes
None of this is used, prove me wrong
Only save number of storage slots for client, let server recalculate them on startup
Fix using phrase `Examine` instead of `Loot`
Add `CheckParent` as an optional parameter to the `MaxDistance` attribue instead of manual checks
Apply `CheckParent` to Keylock as well
Apply same fix to picking up the codelock
Fix not being able to enter code on one side of the door, when you are too far away from the codelock but within interaction range of the door
Merge from main -> horse_loot_panel_fix_2
Major cleanup, simplification and optimization to mesh-based terrain shader support
Add IO slots to spooky speaker to turn it on and off, no power required to run
Update the animation in the editor too!
Bone merge basics
Nicer bone merging
Threaded animation updates by default
Update particle scene
Add SceneModel.MergeBones( SceneModel other )