8,812 Commits over 1,735 Days - 0.21cph!
Merge Main -> Media Projects
Fixed poker UI showing hand "results" even for players that hadn't revealed their cards. These results didn't really reveal anything as they were based off placeholder "unknown" cards and would give bogus info.
Clamp gun turret movement properly
Auto-hover more closely to the desired height
Remove gun cam on server side
Fixed Door.cs DoPrepare not having #UNITY_EDITOR directive
Merge Misc Fixes Feb23 -> Main
Fix some server/client issues
Sync turret rotation to client, via save/load for initial sync the via RPC on when angle changes
Attack heli gun turret can now be fired by the gunner. Automatically reloads.
Gun item gets physically added to the heli turret
Fixed CH47 heli sharing a reserved flag with BaseVehicle code
Merge Main -> Attack Helicopter
Attack heli has turret storage interaction (for ammo and gun)
Added editor-only helicopter auto-hover, for testing passenger functions without a driver being necessary. Toggle while seated with Ctrl-H.
Fuel gauge and headlight improvements. Worked around a bug in Unity (see: https://forum.unity.com/threads/unityevent-cant-select-from-two-of-the-same-component.427454/#post-784098)
Instrument panel emissive turns on/off correctly
Let gunner also be driver again (just for testing)
Sort out entity flag toggles
Assign camera in the gun cam UI
Set up attack heli sounds
Hook up attack heli damaged fire sound
Fixed CH47 not having its dual ground effect points anymore
Removed unused sound components of BaseHelicopter
Fixed ground FX assignment on ch47.entity
Don't constantly call stop or play on helicopter ground FX
Adjust attack heli damage levels
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
Hooked up attack heli damage FX
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
Show attack heli gibs as fully damaged
Set up damage textures for the attack heli
Merge Main -> Attack Helicopter
Merge Main -> Experimental
- Fixed card games trying to get the card image in some cases where they should have been able to early exit
- Fixed Blackjack swap between main and split hand showing an animation as if the cards were being turned over from face down
Blackjack: Fixed doubling down while playing the second hand after splitting adding the new bet to the wrong hand
Some initial work re opening the skin viewer from the in-game crafting screen. This needs the planned change from second camera to rendertexture to start fully working.
Remove SkinViewer scene from build list (we'll just use the prefab)
Partial fix for clothing loading issues
Get skinviewer skin loading working in listen server mode
Fix for LR300 workshop item name bug
Add support for skinviewer loading weapons and clothing
Fixed saved sofas in unsaved tunnel dwellings (caused sofa leaks to world origin after server restart). Added a check to SetParent that can catch these, but too many false positives to have it enabled all the time.
BaseVehicle now makes sure seats match the enableSaving setting that's used on the vehicle. Prevents orphaned seats when vehicle isn't saved.
Close only if the user clicked outside the camera area
Modal interaction blocker