34,762 Commits over 4,474 Days - 0.32cph!
merge from saveloadout_popup_fix
merge from swimming_footsteps_sfx_fix
merge from industrial_torch_viewmodel_lighting
merge from sleeper_wave_sfx_fix
merge from weaponinfopanel_nrefix
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CLAUDE.md (redirects to .github/copilot-instructions.md)
Adeed sound to helmet and vest bdu set
set BDU and ballistic to modern era
merge from m16a2 (empty magazine reload animation)
merge from PlayerRigUpdate2
round up BDU projectile protection this time without a bunch of random shit changed
round up BDU projectile protection
merge from storepage_industrial
merge from industrial_dlc
merge from workshop_legacy_pose_client_fix
Merge: from tovector3_parse_format_fix
- Bugfix: fixes another edge case of weirdly formatted vec3 using StringView.ToVec3
Tests: unit tests
M16 higher burst fire rate
merge from discord_plushie (fixes)
Merge: from tovector3_parse_format_fix
- Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it
Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
Fix ballistic and BDU clothing missing from conveyor filters
merge from excavator_light_fix
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
merge from pool_analyzer_non_caching_methods
merged from tovector3_parse_format_fix
merge from wiretool_cave_fix
Merge: from player_benchmark_improvements
- Bugfix for PlayerModelBenchmark scene missing from builds
Tests: none, trivial change
Fixed torch attack animations not working on non local players
Added logs to ItemModEntity::OnRemove to help tracking down stale heldEntity refs killing the wrong entity
Fix scientists appearing on roofs
Make UI_PremiumModal partial so it doesn't break codegen.
m16 3 round burst fire only