130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed vendor not restarting properly after stopping
                
                
                
                
             
         
        
            
            
            
                
                FP.ArrayPool fixes to not return too small buffers
                
                
                
                
             
         
        
            
            
            
                
                vm sks - added walk state & forward param to anim controller
                
                
                
                
             
         
        
        
            
            
            
                
                added missing skin models and cleaned up scene, sorted alphabetically
                
                
                
                
             
         
        
        
            
            
            
                
                Initial work on stopping for bradders
                
                
                
                
             
         
        
            
            
            
                
                Setup vehicle pusher in front of vendor - shunts cars away
                
                
                
                
             
         
        
            
            
            
                
                Fixed "not enough space" deploy problem
                
                
                
                
             
         
        
            
            
            
                
                Pool table correct deploy mesh
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                vm sks - fix for long ironsight lerp when sprinting
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Watching you / eyes on you gesture
                
                
                
                
             
         
        
            
            
            
                
                Pool table item name/description
                
                
                
                
             
         
        
        
            
            
            
                
                Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
                
                
                
                
             
         
        
        
            
            
            
                
                Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
                
                
                
                
             
         
        
            
            
            
                
                Pool ball physical interaction work
                
                
                
                
             
         
        
            
            
            
                
                Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
                
                
                
                
             
         
        
            
            
            
                
                Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
                
                
                
                
             
         
        
            
            
            
                
                Split 3p gestures into individual fbx anims
                
                
                
                
             
         
        
            
            
            
                
                Added player avatar mask for referencing entire bones in anim clips
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
                
                
                
                
             
         
        
            
            
            
                
                Fixed prefab ID shenanigans
                
                
                
                
             
         
        
            
            
            
                
                Compression updates to vm anims
                
                
                
                
             
         
        
            
            
            
                
                Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
                
                
                
                
             
         
        
            
            
            
                
                Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
                
                
                
                
             
         
        
            
            
            
                
                Tests for a standalone LOD baker using the UnwrapBaker system
                
                
                
                
             
         
        
            
            
            
                
                Better colliders so the holes aren't blocked
                
                
                
                
             
         
        
            
            
            
                
                Visual studio automatically adding incorrect using statements
                
                
                
                
             
         
        
            
            
            
                
                Manifest rebuild for pool table entity
                
                
                
                
             
         
        
            
            
            
                
                Created pool table entity. Set up convex colliders so it can be used on tugboats. Set up comfort and preventbuilding zone, icon, resource cost etc. Added a rack of pool balls that come with the table.
                
                
                
                
             
         
        
            
            
            
                
                Loadouts now save ammo count of weapons
                
                
                
                
             
         
        
            
            
            
                
                Manifest build, add the pool ball entities
                
                
                
                
             
         
        
            
            
            
                
                Merge main -> hackweek_pooltable
                
                
                
                
             
         
        
            
            
            
                
                Restore fast manifest-only updates
                
                
                
                
             
         
        
            
            
            
                
                jackhammer new material and textures
                
                
                
                
             
         
        
            
            
            
                
                Fix bunch of CLIENT & SERVER compilation errors
                
                
                
                
             
         
        
            
            
            
                
                Fixed collider issues on sentrys again
                
                
                
                
             
         
        
        
            
            
            
                
                Fiannly got turrets working on vendor