11,125 Commits over 2,375 Days - 0.20cph!
Manifest update for renamed prefabs
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Vehicle turret loot panel
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Revert
78878, we decided we actually do want the heli screen mesh.
Really dumb placeholder gun holder
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Attack heli video feed post-processing
Basic working camera and monitor
Improvements to attack heli ground control
New ground driving system for helis without wheels. Works better for skis than the invisible wheels I had before
Grounded check for helis with no wheelcolliders, ground control changes
Restored attack heli ground control, but at a reduced amount
Fixed scrap heli being on fire all the time
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Merge Main -> Attack Helicopter
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Merge Main -> Misc Fixes Feb 23
Merge Main -> Experimental
Remove the old LootWagonOptions prefabs
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DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(
Shrink the new physboxes I added to doors to less than the width of the doors, so that they can't be triggered unless the door is actually animating into the thing
Doors now only activate their vehicle detection for the exact length of the open or close animation, instead of a fixed four seconds. Fixes some issues. Ran DoPrepare on all to save the door animation times to the door prefabs.