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Underwater lab test scene updates
Underwater lab procedural generation progress
Editor-only convars for dev. WoundedFreeCamera and WoundedNeverEnds. Also in the Rust Editor window.
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
merge from /voiceprops/dlc
Change crawl speed to 0.6m/s to correctly match the animation speed
Fixed cliff_medium_sloped_R broken mesh in cave_small_medium scene
Underwater lab conditionals prefab updates
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Recover chance difference for crawling vs. incapacitated. Added convars for each.
Reset wounded timer if player goes from crawling to incapacitated. Some refactoring.
Set speed thresholds in the crawling blendtree to 0.5 instead of 1.0, since we only crawl at 0.75 (currently)
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Animation: Give look look direction a 0 weight while crawling.
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Underwater lab autospawn prefabs
Unterwater lab prefab updates (socket adjustments)
Underwater lab test scene
Underwater lab generation baseline / proof of concept
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merge from train_tunnels_new_content
Added missing bench collision to stairwell_bottom_360
Don't show health while wounded
Splitting up the wounded states into separate methods
Allow for forced death after wounded timeout
Continuing setup for the two levels of wounding, crawling and incapacitated
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Fix for UIBackgroundBlur grabpass being offset.
merge from /train_tunnels_new_content
updated tunnel entrance bunkers - a, b, c, d underground volumes
Hitch & trough can now be placed down narrow triangle passages