136,211 Commits over 4,293 Days - 1.32cph!
Make "Fire" take 2.5 seconds
- shorten cooldown from 4 -> 2 seconds to compensate
- using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one
Keep setting up prefab
- enable repair
- set max health
- reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
func_movelinear supports changing parents
* Fixed a bug on ep1_c17_01
Rearrange new field of CopiedDupe netmessage to bottom
* Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken.
Fix Alyx playermodel coloring covering some wrong areas
Add some checks for voice chat gain manager
* If current or target gain become inf or nan, reset. Also prevent division by 0.
More fixes for potential crashes
merge from main/naval_update
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Merge from naval_missions
Fix some weirdness with how missions were first getting loaded from player state on player entered game
Expand log if loaded objective count data is wrong
6 million microadjustments to the sky/weather to compensate for the black crush fix.
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
Fixing more rotational errors
Fixing rotational errors for gesture anims
talking animation polish pass
pt boat engine audio loop tweaks
Fix issues with clearing missions when resetting player state
Another attempt at fixing npcs going through tropical ruins doors
merge back updated tropical1
Added additional data to the shadow preset performance results
fix balloon LOD not dynamic (text disappearing on boats)
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
3p handcuff captive holdtype override controller and anims updated
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Adding mixamo to v4 anim transfers
Fix some traces not being added in the correct category of the npc visual debugger
Merge: from leavedeepsea_teleport_fix
- Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions
Tests: went on to a ghostship, then used leavedeepsea
Bugfix: unparent player if running leavedeepsea
This fixes player waking up in random location, potentially being killed for going out of bounds
Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
- When sniped, make scientists hide before returning fire
- Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
merge from main -> mortar_prototype
added new pickup sound for coconut
Skip food detection on scientists
Shader preset balancing pass
Subtract
141985 (merge from client_parenting_callback_fix)
Rename a cannon collider to fix duplicate warning
Fully cancel pt boat turret reload if someone jumps off whilst its reloading
Merge from deesea_alarm_component_remove
Commit dev.sand.mat because it's always popping up
Remove sussy muzzle flash effect on deep sea alarm effect prefabs