108,036 Commits over 3,867 Days - 1.16cph!
Merge from ai_wolf_iteration
Add placeholder wolf eating sounds
Fix pragma restore 414 being in the wrong place
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Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
Merge from ai_wolf_iteration
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
Fixed above ground pool water being invisible inside canyons
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Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Various viewmodel fx polish/fixes.
Accesorized SMG fx tweaks
Code cleanup, comments
Deleted old prefabs
Ballista reloading client prediction
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BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat
Fixes a lot of annoying issues and decouples it even more
SMG muzzle prefab updates & regression fixes.
merge from qol_io_arrows -> main
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
merge from flashlightfixes/fulloverhaul
merge from mixingtable_click
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this
- Reduce distance padding
- Fix a bug causing a rope to go to 0,0,0
Cherrypicked siege harness
Update: skeleton of a server profiler
- Most of the native imports in place
- Implemented the general flow of per-frame tracking
In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization.
Tests: none, too early
Increase prominence of wisps
- Towing joints are now saved/loaded
- Towing graphics are loaded properly along with the joints