195,792 Commits over 4,110 Days - 1.98cph!
optional autocomplete objective
optional progression of objective if inactive
double vision is now double vision
More work on water clipping plane.
Terrain work around new western twin lakes
Precalculate map for WorldPositionGenerators listed in the MissionManifest
Auto calculate map for WorldPositionGenerators that haven't been calculated yet
Allow using WorldPositionGenerators as a position type in missions
update ddraw for worldpositiongenerator
checks for mission repeatable on fail/success
show mission time remaining on HUD
always fail mission upon death
Fixed bottom underwater lab end caps facing the wrong way
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Unsaved directory. Updated ignore.conf
mission accept, succeed, fail & objective complete sounds
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Fixed a couple of issues with the underwater effect convar
More folder changes + updated PlayerCopy asset directory
Don't overwrite materials when saving new materials, append a number
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed
Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues)
Saves materials into root Assets directory
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PoseTools updated to recent version (main)
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
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Added a null check to FilterItems for itemButton
Fixed the vignette effect jumping in instead of smoothly coming in from 0, when using the post-process weight slider.
The Blur is trickier, and isn't fully fixed at this stage, so I'm still not starting the low oxygen effect until oxygen reaches the hurt point, but oxygen effect is back.
merge from save216 (wipe)
killObjective bugfixes
createdEntity cleanup fixes
placed providers at various monuments
nre fix