8,836 Commits over 1,735 Days - 0.21cph!
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
Enabled ragdoll <-> vehicle collision
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge main -> ServerSideRagdolls
Merge main -> RagdollRewrite2
Fixed unparenting/jittering/general weirdness when placing deployables near walls and standing on them while tugboat is moving
Remove debug ray in TriggerParent
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
Yet another materials update commit
Remove log in IgnoreCollision trigger
Update my ColliderShrinkToFit editor to Unity 2021 style
Make sure rigidbody wakes up when boat engine starts
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.