121,615 Commits over 4,048 Days - 1.25cph!
S2P fishing village, compound, banditcamp
LOD distance tweaks to queue barriers
Made drawbridge playable
Fixed snow_machine_static exception
Add SkeletonSkinLOD for male and female gingerbread variants
Removed old bandit town xmas lighting prefab, made sure it uses newer version. Tweaked ice rooftops so they don't clip through interior walls. Removed snowman on helipad. Remopved marketplace light strips. Fixed clipping barrel on fishing_village_C.
Enabled xmas event
Icewalls craftable and default BP
xmas tree craftable and default BP
advent calendar craftable and default BP
Updated airdrop to Santa
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Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section)
Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine
Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation
Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds)
Enabled on P17, SAP and M92
Don't show corpse flies on gingerbread gibs
Fixed several UI display issues for category filtering
Performance improvements
Fixed some cases where memory leaks could occur
Combiner and pipe tool prefab setup
Triangle allocation fixes
Bandit town lighting pass WIP
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
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Re-implemented clientside brain state listening as an interface, IClientBrainStateListener.
Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
Fixed gingerbreads damaging each other
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Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
Merge from main -> cached_server_browser
Tweaked cream pile spec texture to make it work as an SSS map
This was done to make the cream pile in the collapsed tunnels look better
trying to debug some weird shit
Tweaked xmas tunnel lighting
Placed gumdrop lights in clumps and more randomly
gingerbread footsteps, impacts, and crumble sounds
enabled shadow casting on LOD0,1 of codelock
updated m92 slide pose, updates to controller
Tweaked gumdrop materials
Converted them to specular boosted glare and added custom emissive textures
Updated gumdrop prefabs
fix some changes that got lost somehow
adding renderer batch script to queue barriers
replacing the models by prefabs in the scene
ferry drawbridge update with wip model
Added pipe wrench tool for industrial pipes
- added viewmodel and prefab
- added world model w/ lods and prefab
- material and textures