111,966 Commits over 3,928 Days - 1.19cph!
animation clip effect paths
More batched collider reverse lookup stuff
Standalone concrete barricade prefab.
Tree mat improvements. Island wip.
Exposed more weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Weapon mods can change some weapon stats
Powerplant scene update
Metal ladders greybox set
Some missing files
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
Powerplant scene update, collision updates, more stairs barriers
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup
Added reverse lookup for batched mesh colliders
tweaked the wounded animations so they blend into the "get up" animation better.
the player will pick a random wounded animation when he's shot (except for a headshot)
relax gesture for hatchet weapon hold.
Env sync tweaks and fixes
Pixelate shader no longer falls back to black rectangle on low shader levels
Don't run event schedule while still loading