124,050 Commits over 4,171 Days - 1.24cph!
Hook up world animator field so weapon animations play
Copy eject shell effect over to ensure effects are playing correctly
Always make the leader role have all permissions
Show a better error message when the clan leader tries to demote themself
Update FP.Nexus
Implement the remaining IClan methods
Match the WorkCart rear lights to their old colour
Mark the new rail sidings as secondary paths, make sure they're not selected by default, and set them to be the new wagon spawn areas
Merge from spraycan_merge2 (NRE fix)
Removed unused light script
Fixed not being able to set camBone by name
Updated all WorkCart colliders to match the updated model
LOD cull override test on key cliffs. Might cost some perf in this crude state, but also might not. To be improved.
Removed old WorkCart cover visuals since they're now baked into the mesh
Mergable (with unpolished autospawns in the desert)
entity updates (still stuff to resolve)
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Train LODs progress
-Lod1 seems to transition nicely with very little vertex colour mask blend popping
-Prefab update
Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail
Level 0 move & cover point setup
Separated greybox into tasks objects/folders
Remaining forest fixes 1/3
Made AI data a prefab.
Added AI data to launchsite prefab, s2p launch site.
Door settings.
centred train transforms so now there's no offset from the middle of the train
-same for collision mesh
removed unnecessary material for control panel
adjusted decal material
updated train prefab
Potentially fixed camera rotation input while parented to a nested transform
Fixed camera position/rotation changing when cycling through bones
Show bone name on demo UI when parented to a bone (won't show if parented to the root of an entity)
Test demos, on right branch this time
Merge from global_broadcast_fix (HABs and helicopters should no longer broadcast globally when they are idle)
Disable global broadcast on HAB, mini and scrap transport helicopters (this is now enabled as needed at runtime)
Merge from spraycan_merge2
Added new IAnimationEventReceiver that can intercept events from AnimationEvents component without needing to access the held entity. This works in regular gameplay as well as spectating.
Reworked spray can to use new component for viewmodel spraying animations