142,938 Commits over 4,383 Days - 1.36cph!
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Stripped out TMP style sheet
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Industrial Storage - WIP textures
merge from unity_6.3.11/new_inputsystem
- Smoothed the zooming in and out in third person camera view
- Fixed third person camera zoom being inverted. Added client.'invertthirdpersoncamzoom' convar for the sickos that prefer it the old way
client.prefab holds the canon EventSystem
Removed the dupe from EngineUI2
Fixing female torso skinning and skinning fix/ burst cloth setup for bunny suit
Fix m_flNextSoundTime FIELD_ type
Industrial Torch - Updated model with reduced dimentions and thinner grip area
exported edited 3p crouch movement anims
Removed RedirectSkin_BlueprintIsNotGivenForFree test, its a dupe of an existing item test
Test list
restore wb2 placement mesh ref
Updated bootstrap legacy input module to FpStandaloneInputModule
Potential fix for "can't call stop on disabled agent" log spam
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Hook up t2 filler/upgrade item links
Patched TMP shaders to work with soft mask
forgot to commit empty filler prefabs
Removed event system from client.prefab, we only need one and its in EngineUI2
Use absolute path when downloading world
added empty states for tier 3 like tier 1 & 2
Apartment penthouse brick walls - WIP and material exploration
apartment lights collision added
apartment lights lods update
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Replace tabs in spawn.report output (they confuse the new console)
merge from unity_6.3.11/new_inputsystem/tmp_update
added prefabs for empty states for tier 2
updated tier3 fbx matertial settings
fixed missing mesh in prefab
tier 2 workbench empty states for upgrade parts
+ empty state for when theres no upgrades
+ updated tier 2 fbx
- Fix connections potentially being added more than once in RpcTarget.FromFlags
- Fix spectated player name and health text being invisible when spectating in third person
- Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
updated tier2 workbench fbx import settings
fixed defence upgrade position
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apartment complex scene update, more refinement around playground area
playground sandboxes and border meshes + prefabs
Initial filler visuals implementation
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
fixed positions for visuals
Restored base option slider prefab content type
All the slider using decimal in MenuUI2_Settings need to be changed, but im not gonna do this here because of the merge hell
Fixed TmProEmojiRedirector following new TMP_InputField optims