201,030 Commits over 4,171 Days - 2.01cph!
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Basic loot wagon variations with random selection of one option. But I don't think this is going to work with save/load.
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
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Nuclear missile silo bathroom progress
Bathroom mirror mesh and prefab
Sink and counter combo mesh and prefab
Deluxe light shader converted to use the same setup as the other lightbulb shader.
Utility to refresh ViewModels to fix material errors (only needed for media_projects)
Take All works again with new grid setup
codegen after merge proto conflict fix
Correctly remove weapon models again
Moved over most recent version of PoseTools + PlayerPose. Updated existing pose files
Additional media preview changes + prefabs
Fix NRE when deleting corpses with gingerbread cinematic mode on
Rigs + preview scene backup
Moved cinematicGingerbreadCorpses to the global section and made it client + server
When set on both will also emulate the particle fx of the gingerbread npc's
Added server.cinematicGingerbreadCorpses convar, when enabled a player wearing a gingerbread suit will gib like the NPC's (for trailer purposes)
This will prevent any items being transferred to the corpse, so shouldn't be enabled for regular gameplay
Reduce head clipping check size a little - means less false positives hitting outself
Removed unnecessary RaycastHit instantiation.
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Snowball third person deploy + aim sounds
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Added missing third person sounds to candy cane club
Use gingerbread fx instead of blood (still trying to fix decals)
Fixed small typo in the newly organized hierarchy.
Finished the complete polish pass on Bandit Xmas, and the related nightmare manual merge
S2P & scene.
Adjusted some socket positions for the storage adaptor now that we have final art