198,617 Commits over 4,140 Days - 2.00cph!
merge from main -> hackweek_backpacks_2
Second tunnel entrance progress / LODs/ collision /prefab changes
Set occupationOver of backpack to back
Cherrypick "prevent parenting"
Reassign entityPrefab of backpack wearable
Change default volume from `1` to `0`
Rename `itemVolume` to `volume` as unity is confused after changing default value
Source, detection and UI basics.
Splat updates for 8 channels.
Scene org & heightmap polish.
Fix targetID being jumpy
player manager cleanups
Merged pull request
Add sequential parameter to net.Read/WriteTable
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
exported new player crouch set of unarmed anims
Added console command to set player health, food and hydration.
skinning knife
viewmodel and world model / lods
materials and textures
initial prefab setup
Rework killicon library
New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon
killicon.Add can now use .pngs
Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution)
Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon
Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
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Attempt at fixing contacts Graphics.CopyTexture error
exported new player rifle run and crouch animations
Added hide sash convar. Will work on alive players and corpses.
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks
legacy wood shelter final art / basic deployable prefab setup
merge from water-camera-fixes
First attempt at moving over the contents of the scene into the prefab
Some light scene reorg to better support this transfer in the future
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
Adjust size of tutorial island prefab to match new design
Also adjusted network group handling to match
Turn off night vision goggles if mounted on a trophy
Merge TrainSignals -> rail_network_link
Small trophy font fixes
Large trophy deployment fixes
Fix brief green flash in a different way, without requiring recursive calls
Add RefreshLightState to profiler
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
A proper signal light refresh system
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
Wanted poster person picker will now display players marked as an enemy in the contacts system
Show translated name on crosshair interaction option, even if phrases haven't been built yet
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected
Setting up spline move methods to be more general
Merge /main/media_projects/vcam-fixes/
Merge from /main/water-camera-fixes