108,125 Commits over 3,867 Days - 1.17cph!
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
Fixed battering ram jittery reverse speed
Use a flag instead, for safety
Cherrypicked
106981 (Fixed battering ram fire button working only once on the client)
Fixed battering ram fire button working only once on the client
Updated battering ram hardware art
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
merge from siege_weapons/horses
Fix wolves sliding when waking up
Cleanup, removed the stand when braking at full speed
Compile fix
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Fix typo in time warning comment
Merge from /main to continue old work
Ballista aiming clientside prediction, feels way better with high latency
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
S2P Lighthouse and cave small med - resolves rock_formation_huge_c, bigger than huge
Convert mixing table UI to use pooling.
Misc performance improvements.
Remove hardcoded speed values
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
merge from latest media projects as plastic auto selected an earlier changest
Burlap gloves viewmodel uses correct material
merge from save_260 - Staging wipe
merge from io_research_table
merge from main, stomping radtown_1 changes from main
Stop fizzle smoke wisp from sometimes RNG clipping through walls.
Fix for FizzleEffect being hardcoded on DudExplosives
Added the option for gestures to not get cancelled via LMB/RMB
Enabled on RPS
Satchel polish/debug. LOD distances, FX orientation translation.
Fix shield viewmodel getting culled when offscreen
Fixed blocking state getting reset every tick
Cleanup