134,227 Commits over 4,444 Days - 1.26cph!
Allow TAB to cycle tabs from the console if the auto complete is hidden
Fixed console never creating new bucket entries based on time
Fixed UICompass.CompassUpdate NRE when disabling the compass via tools tab
Fixed info not being copyable in the player info panel
Fix recycler not unpacking any attachments/ammo if a weapon was inserted while a recycler was already on (already happens when recycler is turned on)
Merge from paint_pool_fix2
Possible pooling fix for MeshPaintableSource showing the wrong texture after being popped from the pool
First pass rebuilding Scientist2 prefab with new player model
Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards
Updated Scientst2.mp5.anim.override with new animations
Merge from travelling_vendor_nre_fix
Null checking local player list in TravellingVendor
Don't apply CPU Affinity more than once in the editor
Was retriving the manifest from the backend (a full web request) and applying it every time the game compiles due to InitializeOnLoadMethod
Added Unity iteration profiler package to project (embedded)
Merge from main
DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete
Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
rentable shop be interior split
merge from /main/hackweek_techtree_multi_unlock
new tech tree unlock sound and varation for repeated sounds when multi-unlocking
combat knife and sunken knife projectile correct rotation and weapon rack deploy correct rotation
Merge from 3p_spectator_improvements
merge from camera_fog_fix
further reduce fogging in cameras
set crypt building skin to
10472 and set up steam item and temp icon
industrial shelving texture pass updates
Bowless Crossbow - updated textures, added transmission texture to bowstring
Set up inputs for new RRP compatible standard shader
Apartment complex b fixes
Split the roof into multiple objects
setting up crossbow bowless vm prefab and anims
merge from render_pipeline_testing
fix vfog density map not using configured shore distance falloff
Merge from viewmodel_early_disable_fix
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
refactored to ScopedOcean to setup fixture-scoped flat ocean
Bunch of more inconsistency fixes.
minimum setup required to run a test with ocean
setting up crossbow bowless viewmodel prefab, rig and anims
Merge from viewmodel_early_disable_fix
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally
New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next
Updated PlayerAnimation.controller:
- Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Updating skinning for nomad hazmat