8,809 Commits over 1,735 Days - 0.21cph!
Visual border on the popup window. Set the window size programmatically.
Delay camera showing until the skin has loaded
Match perfectly the size of the skin preview image (hardcoded for now)
Clean up unnecessary components
Fixed camera movement looking like winning Solitare in the 90s
Use PropRenderer scene lighting and positioning
WIP on some lighting issues
Change SkinViewer to be a prefab instead of a scene, and load it as a prefab.
Change main menu UI to be in screen space camera instead of screen space overlay, and change the video to be on a rendertexture. Allows for a second camera over the top.
Even simpler setup. Managed to remove the sky dome in the viewer without breaking things.
Fixed confusing rendering issues in skin scene. Gave the scene a blank black background
FX profile for skin viewer
Stripped down the skinviewer camera to the bare essentials
Basic ability added to click an item's icon in the in-game item store to open up a 3D model view of that item with its skin applied. Currently only works for deployables - weapons/clothing coming soon.
Object spins based on velocity of drag release
Camera positioning fix, rotation reset option
Fixed screen fill calculation
Fixed infinite camera update hook components being added!
Fixed camera centering on non-centered assets
Automatically position the camera so the object is centered and filling a specified % of the screen at its maximum dimension
Minimal init for skin viewer, fixed disconnection issue
Skin viewer finds the model's true centre and rotation pivots it around that point.
SkinViewer scene gets bootstrap setup and inputs. Basic model rotation.
Basic SkinViewer scene with lighting etc, based on ModelViewer scene. Added SkinViewer to the scene list for builds.
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