196,533 Commits over 4,110 Days - 1.99cph!
skinned bone for magazine follower to m15 pistol rig so it pops up when magazine is empty
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set fairy lights on material emissive intensity to 3.4 (was 10 which I think was a merge error)
Fix incorrect height calulation on new flee point
Remove logs
Create map marker at the position the helicopter will flee to
Create a dotted line from current position to the flee position
Use a syncvar to handle the map routing
merge from decor_lighting_dlc/merge_resolve
added test wall_storage prefab and built manifest
T1 SMG view model camera update
main -> patrol_heli_revision_2
syncvar_vector_fix -> main
Fix errored netread logic
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
syncvar_vector_fix -> main
Cherrypick syncvar vector fix
Ensure the same references are generated throughout
Fix syncvar generator not working properly with Vector3 and Quaternion
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Changed wood teas slurp SFX to match other teas
M15 Pistol - updated textures
viewmodel m15 pistol rig skinning and animation edits
merge from erosion (burst aot fixes)
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
fixed editor-only memory leak in shorevectors that would happen with domain reload
Merge from steering_wheels
Added ability to adjust weighting of items globally in loot spawns per game mode
Fixed vending machine restrictions not being properly applied if era is default
Add ability for items to have a restriction per game mode, extending the era restriction field
These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector
Game mode restrictions are applied prior to the era restrictions
Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting)
Disabled the ak from being crafted as a test
Cloud profiles & related tweaks.
ForceDeployableSetParent returns true on BoatBuildingBlock
Fixed a buncha edge cases and the moon weirdness when day first turns to night
Don't flee if the target is close to a monument (within 50 meters of the centre)
Always try and flee in the direction of a monument
Cap flees to around 1~ grid maximum