115,906 Commits over 3,959 Days - 1.22cph!
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paddle vm animator blendtree updates
tweaked Kayak LODing distance
Hooked up axis parameters
vm paddle animator blendtree test
Reduced paddle crafting time
No longer find healing tea in food boxes
Reduced Paddle melee damage
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vm paddle anim updates, added ironsight & camera shake to throw
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Merge from heli_global_toggle
wrapping up the boat shop emblem prefab LOD setup
Fixed third person paddle anims not working when using the mouse input
Added pickup support for water purifier (requires hammer, building privilege and both water barrels to be empty)
Merge from demo_filestorage (signs should now appear in demos)
Clear file system cache in ClientCleanup instead of DoClientConnected
Merge from Main -> DestroyableRoadsigns
Fix cockpit module glass not showing its damage effect
Adjust drive force rolloff
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
Tweaked physics forces applied when paddling backwards
Added a lerp to the animation transitions for paddling to make things look a bit less sharp when transitioning from paddling to idle
Disabled some kayak looping audio
Added passthrough output to door controller.
Tweaked IO socket positions.
Increase minimum node size
Exposed the action string field to the dialogue graph blackboard
Newly created nodes now have a shortname assigned (a short name has to be assigned for connections to save)
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
Fixed oar collision mesh rotation.
Added rope lods to the boat prefab.
Updated boatshop emblem prefab and rope mesh to include pins holding rop in place.
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Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.
merge from cliff_layer_fix
Lighting tweaks and polish
Added speakers at surfers boat shop
Added barrels and crates spawners
Lighting prefabs day/night modulator