108,632 Commits over 3,867 Days - 1.17cph!
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
Moved vending machine back to shared
Travelling Vendor Revisions -> Main
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
split gizmos between configuration and playmode
cloth changes
- filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases
- made sibling constarints a bit stricter
Rewrote spawn event to use thresholds instead
Baseline, added item and entity prefabs
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Backfires now happen at a random point in the future
Vendor ~
Rewrote ignore system to utilise a single struct
Improved ignore systems reliability
Reduced network load for steering angle - only need a single float
Vending Orders ~
Frees to FreeLists
Resize vending order to largest order entries count
Check before freeing attachment list
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player_model fixes (fixes broken eyes, broken censor objects)
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Added single-pass Rust/Unlit ASE template with atmospheric scattering support
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
radtown S2P, refreshed HLOD
removing vertex stream components left over from vertex painting attemps
fixing some left over issues with shed, storage warehouse components
checked for decal projector issues
Added Pit Viper model/mats/textures
Simplify system to always output both legacy prefab + new scene
- ensures it always updates the monument regardless of what system is running
Removed missing material inspector from BRZone shader
Replaced add with alpha/lerp blend on BRzone shader (for eval)
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
Merge from main -> monument_scenes
Merge from audio_import_music_clips -> aux1
Merge from main -> hot_reload_unity
Fixed errors in blend4way-specular shader
Merge from main -> audio_import_music_clips
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Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
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Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working