122,289 Commits over 4,048 Days - 1.26cph!
Don't draw legs in third person etc
Wearable caches list of renderers with LOD # to avoid looking up by name
can input an array of gameobjects to rebind
wip chat fixes, moving to separate say and teamsay commands which auto wrap the previous say function with the correct parameters
When leaning forward, also lean down a little bit
When crouched and looking down, pull camera up a bit
Fix for mesh cave_gravel_b UV's in LOD2
Fixing module add bug breaking random gen vehicles
Added legs.EyesLeanForward convar, clamped to avoid looking through walls
Crystal LOD's upto LOD3 with vertex colours on final LOD
Remove unneeded OnChildAdded calls
Convar for toggling legs off
Documentation
Added Wearable.ExtraLeanBack, to allow per clothing item adjustment (if armour gets in eyes etc)
Fixed main menu scaling on lower than widescreen resolutions
[D11] Enable PS4/XB1 BETA builds
Expose transition duration on InstrumentStateBehaviour
New Instrument State Behaviour class to simplify making so many note<->note transitions on viewmodel
Added a recentlyPlayed bool so hands don't revert to idle and back when rapidly playing the same note
Fixed the ragdoll debug scene
VFX files for later
Some cleanup.
Updated RandomModular gen to remove outdated modules
Code review: Use Facepunch.Pool for lists
Another manifest rebuild, and prefab GUID fix
Updated fuel tank collider to match its new model location
More efficient get for firstSocketIndex on the server+ prefab fix
Remove unused methods for module destruction
Exposed viewmodel bob settings
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Rebind SkinnedMeshRenderer editor script
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updated WIP module, getting latest
Exposed instruments audio slider in options menu
Finished Oil Rig 2 & S2P
Various prefab fixery.
Better world scale on the generic diffusion profiles.
Merge from Main -> Vehicles
Visual group enum for Thai
Put VehicleModuleManagerInventory in the modular namespace
merge from Deferredmeshdecal-fix
Enabled AO-based specular occlusion on all shaders + ASE template