121,810 Commits over 4,048 Days - 1.25cph!
Added a toast when player is dismounted from rowboat by seat clipping, which names the collider they clipped into and the entity it's on (if any). We can remove all this again once the bug is resolved.
Attempt at fixing locomotives colliding with one of the railings in the train tunnels in some situations
Fixed some more light leaking issues in the train tunnel elevator shafts that I previously missed.
Added timeout var for flags.
Codegen.
BaseDiggableEntity can now be flagged as requiring a shovel to dig or not.
Can dig with any melee item.
Cleanup & refactor anim sync.
Codegen.
Broke layout
Fixed spacing
fixed holster offset issue
Fixed bug if markers list was 0 and was trying to be accessed,
Main merge - resolved conflicts
Protobuf
Additional check on server destroyed
Removed pointless import
Pooled server postions vector
3p anim and override controller updates
disabled spec override on concrete_cracks_a decal mat to get rid of halos
compound scene update
S2P
helipad final art
colliders, baked LOD and prefab setup
merge from 3p_speargun_offset_fix/
setup for viewmodel script (off by default for now as test sphere's for visual feedback don't work with it)
player update. exported edited crossbow reload anim
Cherrypicked all shader-related changes from /main/shader-memory-review2
player update. edited spas reload anim, set the holster position and removed spas rootbone transfroms from the gun animations via a mask so the player holds it correctly
Cherry picked shader changes from main
helipad wip
asphalt_b texture set
merge from turret_attachments_unpowered_fix
merge from burst_icon_belt
merge from water_container_debugging
▉▋▆▋█ ▌▌▍▍▆▄▅▇█▄█ ▌▌▄▍▍ ▇▊▍▋ ▆▆ ▆▄▌▌▄ ▍▅▆█▌ ▊▌▇▍▆▌▆▋▆▋
Fixed some rotation and parenting issues
Fixed teleport2marker command not working when called from a keybind
Passing teleport2marker a -1 argument will now teleport to the last placed marker
First pass on a simple entity copy+paste system for QA and media purposes
debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point
debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin
IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated
Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc
Added model pre processor setting default mesh compression off
Updated large backpack with a better placeholder (tinted arctic hazmat bag)
Added Nacho's small backpack art
Fixed sampler limit reached on some standard cloth variants; reduced sampler count on other shaders
Reverted de-duplication cleanup for breaking variant stripping (will try again later w/ manual stripping) => fix for current shader issues