147,088 Commits over 4,444 Days - 1.38cph!
Removed an EditorApplication update invoke in BaseVehicleModuleEditor that was causing issues (recursive layout)
Replaced the Vector fields for foot IK positions on modular car seats with transform fields, added matching transforms for the couple of seats with IK positions
Adjusted foot position on the LessLegroom seats to minimise foot clipping
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Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
Merge from sprint_subsystem
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
Merge from mount_cycle_fix
Merge from main (some tricky PlayerModel.cs merges happening today)
Merge from wanted_deep_sea_fix
Merge from huntingtrophy_skins
Merge from PlayerRigUpdate2
Delete turnOn and turnOff parameters from PlayerAnimator
Delete Turn On and Turn Off states (was only ever used for torches, now handled via sub systems)
Merge from torch_implementation_finish
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Merge from cinematic_speed_fix
Fixed some warnings being thrown when entering and exiting cinematic anims
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Allow the 'retry' button to be pressed indefinitely
steam_retry_button_fix -> main
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Fix retry steam button not working
Cobalt Statue - Helix textures, material and prefab LODs
Possible threading fix for voice delay issue
Bypass dynamic pricing for rentable shops (they are player controlled but technically are NPC vending machines)
Enforce a 6 hour protection window from store takeovers
Add rentableshop.ResetTakeoverProtectionOfClosestShop convar
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Item id, world model fixes
merge from optimize_train_track_meshes -> main
Fix "Double invocation of a deferred action"
Fix null check using .Equals() instead of == null
Top floor progress
Reverted some material overrides in the core and wing prefabs