121,590 Commits over 4,048 Days - 1.25cph!
Enabled xmas craftable tree
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Enable head movement on sofa seat
Converted and simplified process for allowing head movement on mountables to just use a toggle on the prefab: "allowHeadLook"
Removed behaviour that enabled the head look based on pose, the IK system will now only use the new toggle
Removed overrides on ModularCarSeat
Converted all existing prefabs to get identical behaviour
Add teleport2autheditem command that teleports the player to a random item authed to the given player (similar to teleport2owneditem)
Works with Tool Cupboards, Code Locks and AutoTurrets
Added global.breakclothing for testing, breaks all clothing equipped by the player
Added support for a sfx to play when an item of clothing is broken
Uses a default sfx path defined in Item.condition.cs but also supports being overridden per item via the breakEffect field on ItemModWearable
Fix reference to _mounted on the client side
Revert
66778 ("Remove unused overrideMountedLookAt"), integrate overrideMountedLookAt into the updated HeadIK method.
Added virtual Admin_Who method to BaseEntity to modify the output of the "ent who" command per entity
Using "ent who" on a sleeping bag now prints out the name and id of the player assigned to it
Using "ent who" on a camper module will print out these details for all of the attached bags
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Inland sculpts around new cliffs
Desert cliff improvements.
Road network Z pass
Prefabs, meshes and colliders for new portacabin variants / kept old ones intact for compatibility
Added required forward passes for core
Fix snowmobile item definition IDs
Snowmobile wheel and terrain FX system final setup
Okay, refactoring vehicle chassis visuals again, but I think we're there now
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More snowmobile code WIP, mostly client-side wheel related. Sharing more code with modular car.
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Fixed spectator error when some weapons are admired
Remaining cliffing south of launch site
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Remaining snow area south of river
SE snow inland spawn backup
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Skeleton prefab changes, cine controller updates
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