199,174 Commits over 4,140 Days - 2.00cph!
separated animator on the avatar camera
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removed hunt player command from human
put combat ability types back on basic abilities
UnitPathElement null check
Fixed Ownabled loading NRE due to Protobuf not liking empty arrays (nice find, Seb)
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Cherry picked
29389 from main
Knowledge component reset for pooling support
Hand axe durability doubled
Added forward transparent passes to rust/std+wind shader set
vm anims, model, textures, material, vm and wm prefabs
[D11] [UI] Vending Machine Shop panel set up
[D11] [UI] Quick Craft Radial Menu timer and queue displays now work correctly. Updated textures slightly and fixed misc bugs relating to quick craft menu.
AvatarRenderer stuff, wip menu avatar
Speaker meshes and textures
gibs and collision mesh(es) for rowboat
[D11] Gambling wheel and vending machine implementation, Typo fixes
Fixed visualFX increasing in scale every time they are re-used from the pool
bespoke collider for ch47 tarp
covered versions of bradley and ch47 - LODs, colliders, detail maps + prefabs
New rowboat to replace asset store art, just needs gibs and collision
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Converted allies component
ItemFilterSet can now filter by combat ability type.
Hunters want a ranged weapon instead of just any weapon.
ItemFilterSet partials.
Added "in supplies" bonus to Find Best
Cleaned up debug entity selection, added "sync with player controller" toggle
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Added escape to back out of a bunch of panels.
Action.DepositEntity debug stuff to catch destroyed entities from blackboard data bug
IPlayerComponents are resolved on clients
storage rack positional interactions
added mission count/badge to missions menu button
[D11][UI] Adjustments to loot panels
Shooter attack range increased 4->5, movement range increased 4->5
[D11][UI] Selecting the water catcher panel or looking at weapon Modifications will filter icons and highlight the correct item. Weapon mod info will clamp to screen
TileHighlighter.AnchorTile now takes a y offset, nudged tilefall warning highlights up slightly.
Fixed inspector close behaviour not respecting player controller pointer state
Removed selected building widget, added basic (placeholder) content to inspector
Wood trunks now provide 4 logs
avatars now destroy their chat bubbles on disable/destroy.
fix for charger attack view losing mesh link after proxies