13,068 Commits over 2,769 Days - 0.20cph!
A whole bunch more updated materials
Even more gizmo compile fixes. Sorry guys.
More compile fixes for gizmos
UnityEditor flags around OnDrawGizmosSelected in BigWheelBettingTerminal
Even more updates mats, and a rendertexture
Let's just keep updating mats as they decide they want to reserialize
Some materials wanted further updates
Reserialize all materials and a few related files
UNITY_EDITOR around OnDrawGizmosSelected in NPCShopKeeper
Adjusted sleep threshold down to 0.01 (was originally 0.005, then 0.02). Had rare cases of things going to sleep in bad positions.
Merge FitToColliderEditorTool -> main
Merge GizmoCleanup -> main
Skin viewer basic UI for loading info etc
Fixed clothing items removing their bone setup in the skin viewer, causing them not to show
Try applying skin to clothing in preview
Fix skin viewer lighting layer issues
Merge main -> HackWeek-SkinViewer
Added client-side only cube thing
Fixed ducking animating as if it was being pressed intermittently
Player body direction now working correctly. Let's allow the client to set body direction for now, like it used to - since it's closely associated with aiming. Server will control position. Repurpose tickViewAngles to get body rotation without needing new data.
Merge main -> HackWeekServerSizePlayerMovement (update to Unity 2021)
Player is now able to run again
Change local player to accept position data from the server the same as other clients do. Local client now moves with server-side movement inputs (but no prediction yet).
Can now do very basic server-side movement (walking only, can't look around)
Now that we can compile both client and server, run code gen. + simplified an RPC.
Server side now compiling. Commented out a lot of input code for the moment. Wanted to get everything compiling before I move all the inputs out of PlayerWalkMovement and into a new client-side input section
A lot of replacing movement state with model state on the client
Client side now compiling again
Removing code, moving code, many "SSM TODO"s for later
More WIP. Still 95% removing code at this stage.
Early initial work on moving player movement to the server side. Committing this progressively even if not compiling since it's going to be a lot.
Added a button to box, capsule, and sphere colliders - plus a context menu option - that automatically fits the collider to the size of any child renderers.
Disabled collision between Ragdoll and Prevent Movement layer due to use of Prevent Movement colliders in some vehicles (was enabled in 78391)
Deleted telephone.worldmodel. It was unused, and broken.
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
Use primitive colliders for all the rocket world models
Continue to use ContinuousSpeculative collision alongside the new checks