106,893 Commits over 3,836 Days - 1.16cph!
Media greybox scene fix (removed broken dependencies)
Added a MaterialParameterToggle component that can toggle the detail layer of a material on/off
Fixed missing colliders when modular car rear seats are placed at the front of the vehicle
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Fixed shadows not rendering.
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Spread out fireballs on screen
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Created benchmark for fireballs
improvements to tess factor calculations
TogglePlayerMovement Client RPC
ferry terminal interior wip
added some new ceiling light props
displacement can be controller by vertex alpha
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Don't shrink the "10" card number, it just looks bad
Functional inputs UI for the small screens + other content on them. Better method for getting a list of current inputs.
Added PipeMesh, renders a curvy pipe mesh given a set of positions
Some UI setup of the small screen, and other fixes
volume & voice limiting tweaks for inventory UI sounds
Fixed furnace volumetrics appearing incorrectly in furnace icons
Added HideDuringRenderer array to PropRenderer component
Fix unassigned train parent triggers in this branch (due to creating the standard train trigger)
Fixed the console colours not working anymore in this branch
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Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible.
MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
Changed halloween.enabled from ServerVar to ReplicatedVar so that client-side entities can check whether it's currently enabled.
Code review: use enabled state instead of ToggleEnabled method
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