139,962 Commits over 4,383 Days - 1.33cph!
merge from weapon_refresh_salvaged_cleaver
Subtract
146134 to bring back the new cleaver
Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
merge from weapon_refresh_salvaged_cleaver
Skin pass for ice armour vest and mask
merge from cave_large_medium_ladder_fix
merge from wire_pooling_fix
Merge from workbench_ugprades
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
Adding unity install step for each pipeline
Merge: from remove_netgroup_prealloc
- Optim: NetGroup objects are now lazy allocated, saves 150MB
Tests: ran unit tests, ran around on craggy
Update: cleanup ClientVisibilityProvider when disconnecting from the server
Tests: disconencted from local server
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
WIP fix for mounting players to small trophy
Fix NRE, still not appearing though
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Cinematic particle mode sets EffectRecycle play mode to looping
Don't modify loop state on particle effect
Cleanup, fixed some duplicated stuff from the shelves work
Add blending between aimdir pitch and reload animation.
Fix mortar controller transitions not having any conditions
Added skinnable assets for half height and single height shelves to support future spraycan functionality
Can't test right now as there's only one version of those entities
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Setup fire effect properly, add effect recycle to muzzle fire fx
Animate mortar during loading, disable the animator outside of loading.
Attempted fix for 'A session is already active.' EAC error
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target.
- Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
Can now make fulll vending order with drag/drop
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set
Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Fix ItemContainer.Take() leaking items when a null list is passed in
- used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
merge from deepseamarkers_mlrs_fix
Fixed deep sea portal marker masking issues with MLRS's map
Merge from main (no conflicts)
Static prop lantern consistency.
Red spotlights on Excavator fixes.