108,629 Commits over 3,867 Days - 1.17cph!
tightened up recoil response on revolver/sap including animations
Optimized all ground plant models in an attempt to remove unnecessary verts
Scaled down ground plants that were higher than 1m, they should no longer go above player's waist
Fixed issue with glitch on clapping gesture
rebaked bunny ears to look nicer and reworked jiggle bone script so they behave better
workcart mount pose - fix for snapping issues on head look
More even radiation inside MT, some areas were left without any
Keep vehicle_aim_yaw on zero for Sit_Cardgame
Disable poker table player head movement, as it was messing with the main body animation. Re-enable this if we come up with a fix.
helper colliders at sphere tank set to prevent movement layer
sphere tank stairs colliders review
tugboat and harbor crane stairs colliders review
excavator, attempt at fixing stairs bullet fail to register
Disable the idle kick temporarily for a bugfix
- Kick poker players who have given no inputs for ten minutes
- Poker quit dialog now says "Hold to leave" instead of "Hold to dismount"
- Replaced the poker chip storage open-close sounds
harvestable roadsigns, sewer branch
reviewed cave_large_sewers
lightposts fixed regression
reviewed bunker room dressing scene
Fixed some floating ceiling lights caused by a small dimension mismatch between LOD meshes
Added health vitals to the card table UI so that the player can see how they're doing. Everything scaled to 1.5 so that it matches how it looks in the HUD, since the normal HUD is scaled for 1280x720 and the poker UI is scaled for 1920x1080. Unfortunately this meant scaling every element since just scaling the entire canvas created a blurry mess.
Give poker players 2 food and water after each round
Clear poker table in the poker tester if the player dismounts
fixe dredge metal structure gap from fbx
fixed dredge zfight and some gaps
Fix for player order. Lock the CardPlayerData array to the mount index
Fixed light position offset in Bandit Town + s2p
Reorder all card table seats/storage/mount points so that gameplay always follows the correct clockwise order
Merge from main + backups
- Fixed betting rounds not ending until the end of going around the table. Now moves on immediatey if everyone has had a turn and the bets are equal.
- Fixed the next betting round not always starting on the right player.
world model for bunny hat, better eye jitter stuff
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Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Assign the correct Sit_Workcart pose to the work cart seat. Enable headlook for the workcart. Fix headlook on/off check bug.
merge from vehicle_vendor_fixes
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Some more light fixtures texture polish
reduced hostile duration for players hit by peacekeeper turrets to 5 from 30
vehicles are now reposessed after 5 minutes instead of 2
team mates can now enter vehicles purchased in a safe zone without the vehicle owner needing to first depart
Fixed weapon effect parenting bug
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Remove snowball from eggs
Fixed floating hanging table lights at bandit town
Bandit town S2P