130,508 Commits over 4,232 Days - 1.28cph!
Ignore new multi command behaviour for binds, they already handled chaining before.
front 50cal view model camera animations - block out
lowered research costs to be in line with new workbench values
- Better 'get' and 'give up' targetting detection
- Fixed target claiming possibly happening on the same boat thats trying to get rid of the target
- Standardised check system
- Applyed it across all targetting logic
Fix client boat building blocks after paste
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage)
^ This is a stopgap change until hotbar food eating is implemented
Improved "disabled" menu option text to be more generic.
Minor mat tweaks for lighting behaviour.
LOD1 popping improvements.
Reworked the supply drop to fix the visual regression.
Add proper null check when dismounting weapon seats
Updating rf transmitter deploy animation
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
blowpipe animation updates
Merge: from spectate_dontfloodsnapshots
- Fixes spectate not working in UsePlayerUpdateJobs 2 case
Tests: tried to spectate occluded player
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case
Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing
Fix mission event for healing using wrong prefab ID
- Added a script to convert skinned mesh renderers to mesh renderers
- Parking these extra changes right now (for a few days)
viewmodel camera animations for rear 50cal
merge from tax_convars_rename
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
mini fridge
added gibs and updated lods
updated deploy and item prefabs
adjusted slot count to 30 (temp needs gameplay pass)
updated bounds
update manifest
Restored missing entities.RemoveAll in copypaste after filtering prefabs
medical syringe viewmodel
- made functional
- added anim events
- updated clip data
- removed camera animation (for now)
main -> unskinned_windmill
Fixed copypaste merge fuckery, restored copyboat commands
Fix broken diving goggles
Update to crockery textures
Null checks in UI_DropsController to prevent menu NRE when loading playground
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
Added helper functions to get boat building area player, boat, block and deployable counts.
Switched a function which wasn't freeing lists correctly to use the helper functions.
fixed boombox.static causing errors in conjunction with culling volumes
now uses meshlod and a shadowproxy as it is an expensive object
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
static speargun prefab cleanup
removed renderer batch on compound bow placed on non lodgroup type object
gun display rack weapons wont cast shadows
Renamed workbench tax convars to prevent loading old values from server configs
workbench1TaxRate -> workbenchTaxRate1
workbench2TaxRate -> workbenchTaxRate2
workbench3TaxRate -> workbenchTaxRate3
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
Ghost ships now show a map marker
Fixed rotation of deep sea island icons
Merge from floating_cities