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144,108 Commits over 4,413 Days - 1.36cph!

Yesterday
ballistic armor condiction pass
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Merge from tutorial_animator_fixups
Yesterday
Delete some more deprecated components
Yesterday
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Yesterday
Hardcode drop_item gesture to 1s as it's now faster
Yesterday
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Yesterday
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
Yesterday
New rear turret IK curves
Yesterday
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
Yesterday
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
Yesterday
illuminated buttons; - ran manifest
Yesterday
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
Yesterday
WIP using base color brightness instead of base color tint
Yesterday
Merge from main (no conflicts)
Yesterday
Fixes
Yesterday
Merge from main
Yesterday
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
Yesterday
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Yesterday
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Yesterday
merge from beenie_deformhair_enum
Yesterday
midlength capmask update
Yesterday
riot helmet uses beanie deformhair
Yesterday
More beanie conditional meshes
Yesterday
Updated appropriate headwear to use beanie deformhair
Yesterday
mid-length beanie conditional setup
Yesterday
set up weapon charms on bowless_crossbow and m16a2
Yesterday
unity 6 VolumeManager fixes
Yesterday
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Yesterday
merge from main
Yesterday
charms meta files
Yesterday
Added beanie option to DeformHair enum
Yesterday
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
Yesterday
merge from fix_guid_null_error
Yesterday
merge from fix_texture_analyzer_atlas
Yesterday
DeployGuides: more explicit depth/stencil format
Yesterday
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
Yesterday
merge from ceiling_gold_stars_rotation
Yesterday
merge from Fix_odd_deployguides
Yesterday
merge from fix_ballistic_vest_description
Yesterday
industrial_dlc -> main
Yesterday
PlayerRigUpdate2 -> main
Yesterday
m16a2 -> main
Yesterday
initial setup of 2 player darts - refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not. - added interact menu options for starting 1p/2p darts games, as well as options for ending games early - games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn. - first pass on 2p game controller
Yesterday
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Yesterday
Define floor network groups as bounds in the apartment building prefab
Yesterday
Start adding ability for custom network groups in apartment monument - group ids 10 - 19 reserved for apartments - once you enter inside the apartment you subscribe to the overall apartment building network group - each floor has it's own network group - only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)