108,629 Commits over 3,867 Days - 1.17cph!
Fixed steaminv schema bug
Bone armor models, materials, and basic prefabs
fixed the hunting bow and Rocket launcher view models so they don't look like Assjacks (tm) when you freelook
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Steamclient Refactor
Steam Inventory loading, checking, refreshing
Holding alt now lets you look around (somewhat) freely instead of just looking back
Added step and slope test cases to PlayerMovement scene
Improved player landing, fall damage, grounded and sliding detection
Improved jump and sprint blocking after landing to feel more natural
Fixed various situations that could cause jumping weirdness
more 3rd person animations for 2handed sword
fixed a bug with the player switching from walk --> swimming
SteamSystem becomes SteamClient
Items can piggy back onto other items blueprint unlocks
Can override clothing skins from item
Fix quarry sounds not fading out when the quarry is deactivated
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Player Model scene reorganization
3rd person animations for 2handed sword
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fixed a bunch of 3rd person animations where the eyes were pointing the wrong way.
Player Model scene reorganization
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
Remember position of player's dropped/thrown items and put them back there when picked up
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finished the viewmodel animations for the 2handed sword.
Fixed entity network cache not getting invalidated on transform change
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
rigged up and started animating the viewmodel for a 2handed sword
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
Fixed explosives not damaging deployables
all explosions use line of sight now
Alternative deployable volume check that prefers minor clipping over additional padding
Fixed F2 menu UI elements ignoring convar changes made via console
Removed "Max Decals" setting from the F2 menu (unused)
Changed serverside player collider to the same capsule local player movement uses
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
tweaked the position of the worldmodels for some of the melee weapons
Temporarily reverted GameTrace