108,632 Commits over 3,867 Days - 1.17cph!
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
added missing ceiling box collider in recycler room of storage building large
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.
Merge from hood and cuffs
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Small hue tweak on Hobo lights.
Rename effects.hurt to effects.hurtoverlay so it doesn't become the default executed console option when trying to hurt yourself
bunch of tweaks along the way
Disabled a small metallic wall shelf because problematic unavoidable specular lighting bleed.
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
Merge from hood_and_cuffs
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Moved convar to Effects.hurt for consistency with other image effects.
Added option to menu UI under Image Effects.
merge from attack_heli_mount_fix
merge from io_flooding_fix
trike wheels lod3 normal fix
merge from ping_estimation_fallback
merge from fix_runtime_profiling_pooling_warning
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merge from cargo_kill_triggers_fix
HurtOverlay and HurtPunch now respect showBloodOverlay convar so that we can disable just the image effects.
(This is in addition to showBlood which already exists and disables the hurt effects but along with other blood particle effects)
Added showBloodOverlay convar for hurt image effects. (not implemented yet)
Merge from parent (stomp player_model)
Fix drumkit.deployed and waterbucket.worldmodel changes
Compile fixes, regenerate PlayerAnimation controller
Merge from main (stomped PlayerAnimator and BaseMountable)
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
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Update protobuf codegen tool to always include enums even if default value (they aren't really used in codebase but better to be safe)
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Merge from gesture_cancel_fix
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning