121,622 Commits over 4,048 Days - 1.25cph!
Wait 6 seconds before showing markers on the map, to avoid lag spike on death
Added gingerbread stab impact fx. Updated gibs for Gingerbread NPCs to use gingerbread physics material.
Make an emoji scriptable asset class for easier setup
Fixed mound position in xmasportalentry
Don't show the fuel row on the electric furance loot panel
Update electric furnace description
If an electrical furnace loses power while on it will now automatically turn back on when it receives power again
xmas loot tables
updated xmas dungeon lootcrate visuals
removed hobobarrel from xmas dungeon
added terrain mound for xmas dungeon entry
increased gingerbread health
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Fixed concrete/lumberjack pickaxe and hatchet materials
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hemisphere IES lighting profiles
new fluorescent light meshes
prefabs for new fluorescent lights / normal and flickering variants
pipe wrench vm tweaks, renderer fixes, setup 3p holdtype
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Adjust IO positions on conveyor to make passthrough more obvious
Fix exception when loading into a server with pipes
Fix warning spam when using wrench
Fixed missing mips on new item icons
Fixed missing electrical category icon on item filter dialog
Use HashSet for deathmarker clusters as well
Ice wall gibs collider material update
Merge QOLDec22 -> PhysicsLayerRevamp
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in
77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
Fixed animator trigger name on wrench
Updated gingrerbread wooden crate collider material
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Added global.disableBagDropping that disables the backpacks that are dropped after a corpse times out (for cinematics)
Files needed for SSS chocolate if we go that route
Scene backup.
Added batching on some mats.
New cream pile static based on existing rubble piles
Gingerbread barricades collider materials.
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
Updated xmas entry and exit door's collider materials.
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain
Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
placement model is static, offset floortoint.
pipe wrench viewmodel - base file, anims, controller, updated vm prefab to use new files