134,443 Commits over 4,293 Days - 1.30cph!
talking animation polish pass
pt boat engine audio loop tweaks
Fix issues with clearing missions when resetting player state
Another attempt at fixing npcs going through tropical ruins doors
merge back updated tropical1
Added additional data to the shadow preset performance results
fix balloon LOD not dynamic (text disappearing on boats)
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
3p handcuff captive holdtype override controller and anims updated
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Adding mixamo to v4 anim transfers
Fix some traces not being added in the correct category of the npc visual debugger
Merge: from leavedeepsea_teleport_fix
- Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions
Tests: went on to a ghostship, then used leavedeepsea
Bugfix: unparent player if running leavedeepsea
This fixes player waking up in random location, potentially being killed for going out of bounds
Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
- When sniped, make scientists hide before returning fire
- Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
merge from main -> mortar_prototype
added new pickup sound for coconut
Skip food detection on scientists
Shader preset balancing pass
Subtract
141985 (merge from client_parenting_callback_fix)
Rename a cannon collider to fix duplicate warning
Fully cancel pt boat turret reload if someone jumps off whilst its reloading
Merge from deesea_alarm_component_remove
Commit dev.sand.mat because it's always popping up
Remove sussy muzzle flash effect on deep sea alarm effect prefabs
main gesture set and rps anim updates
Merge from analytics_warning_fix
Fix unreachable code causing compiler warning in AnalyticsManager
Merge from naval_missions
Fix error when speaking to a NPC to complete a mission if that mission has no rewards
General cleanup of associated code
Updating skinning for horse costume
merge from non_convex_col_cleanup
added comment comp to sign
large banner sign pole as convex hull set
Added Vehicle_large to groundwatch and sockets for ornate, shutter and light up frames so they are deployable on boats
Added a way to run all shadow preset performance tests via the custom editor window or via ConVars
merge from indirect_instancing