127,271 Commits over 4,109 Days - 1.29cph!
Env sync tweaks and fixes
relax gesture for hatchet weapon hold.
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)
Added reverse lookup for batched mesh colliders
More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup
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
Powerplant scene update, collision updates, more stairs barriers
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
Powerplant scene update
Metal ladders greybox set
Some missing files
Weapon mods can change some weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Exposed more weapon stats
Tree mat improvements. Island wip.
Standalone concrete barricade prefab.
More batched collider reverse lookup stuff
animation clip effect paths
Set of large industrial props greybox'd