138,162 Commits over 4,505 Days - 1.28cph!
Added stone sculpture to the skin viewer
Change door in new power plant loot room to use new colourless security door
Update the loot in the room
small optim for better cache friendliness
merge from aiming_module_rename
Rename aiming module name + desc
LODs and gibs for Halloween Wreath
Add soem softness to the corner movements
Merge from PlayerMaintainedMonuments
Make Rust/Standard SRP-Batcher compatible
Ensure mouse movement cant move faster than A/D movement
Stone sculpture store page wip
added bobber.worldmodel
fishing tackle now references proper worldmodel instead of burlap sack
Fix pooltable playable NRE
netting now has a proper world model and lods.
Bar ganes pack store page wip
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
Remove _RRP multi_compile keyword
Re-add _UsingRRP dynamic branch
Merge from foliage_displacement_alloc_fix
Remove alloc from foliagedisplacement
bandages now drop correct bandage model that closely resembles icon.
Post merge fixes:
Re-add pad button translation
Fix gamepad menu cursor
fixed leaking emissive on mini fridge for gibs.
created gib material for minifridge but disabled emissive and ao
now looks like lights turn off when mini fridge is destroyed instead of staying on.
auto turret now has only 1 LOD component instead of 3.
original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component)
they both now cull at the same distance.
Merge from satellite_crash
Add token for Satellite Crash death PrefabInformation.
Add checkbox to spawn a hand model at runtime on BaseViewModel
Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory
The hand mesh itself is pooled, didn't seem to make a huge performance difference
Deleted hand model from building planner viewmodel as a test case
Merge from apartment_terminal_postfx_fix
Fix post effects error with apartment terminal prefab
Switch from signal triggering 3p key animation to flag based approach
merge from fix_json_registration -> main
merge from masterkey -> main
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore
- resets the next time they open the door
Fix VolumetricLightBeam on RRP
Fix break in menu option showing (and holding key up to door) while a break-in was active
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Don't hold key up to door when looking at unoccupied apartments
Update animation controller
Upgrade the master key entity from Keycard -> MasterKey
- allows us to raise the key towards the lock when the player is looking at the door
- show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen