116,216 Commits over 3,959 Days - 1.22cph!
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Force ocean fallback on metal (fixes occasional pink ocean in editor)
BaseVehicle and HotAirBalloon GetAngularVelocityServer fix
added valve anim clips, set up valve to turn on/off during pumpjack loop
aligned brick skin roof UVs proper
removed transition from animator, updated render lods and collision mesh connections, hid old pumpjack ladder in prefab
Old TV: texture size tweaks, added off variant, fixed LOD script, slight emissive fresnel to emulate glass thickness
Proper static noise effect pending a small shader fix from D.
Static weapon ghost instance
Remove some now unused editor script code
Merge from hackweek-chat-emoji
Fixed dropped items not sleeping on Tugboat. This actually adds a system that fully disables the physics on any dropped items that aren't moving (local space) for a while, which might provide some general performance improvement. OnPhysicsNeighbourChanged event wakes the items on floors being destroyed etc.
Fix not being able to equip hazmat suits
Remove back slot on Wearable occupation slots
WIP switching parachute to operate from the main inventory and not wearable
Render an item considered a backpack (parachute in this case) on the player model if it's in the main inventory container
Adjust canopy colliders to prevent the parachute getting instantly destroyed by deploying the parachute too close to a structure behind the player
Added tips
Unequip the held item when deploing the parachute, re-enable equipping once the starting animation is complete
Improved turning behaviour
Add an item popup when a parachute is repacked
Fixed durability not properly getting assigned on parachute spawn
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Adjusting colliders so that the whole canopy now has colliders
Manifest, fixes demo issues
Cache notifies at runtime, no longer need to hook them up to the Wearable component
Added support for clothing to turn off specific meshes if something goes into the back slot
Hooked up on abyss suit as an example, disables oxygen tanks while parachute is equipped
Add new back clothing slot
Update hazmats to allow back pieces to be worn at the same time
Fixed so doors (and other placeholder entities) will always show default skin outside of network range
Massively simplify render component stripping for instanced prefabs
Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
Prefabs updated after removing field
Remove "HideInsideNetworkRange" field
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent`
Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
Fix neon sign paintable layers not being transparent in unpainted areas
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
merge from building_skins_3
added oil jack belt and metal mesh colliders to pumpjack prefab
Remove some debug logging.
updated pumpjack static prefab
Workshop skins work (but a hacky way)
updated maetrial on lods on pumpjack static prefab
Layout grouped in an optional skin name text field under the weapon name.
WeaponRackInfo UI polish & localization tokens
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
Some refactor and cleanup
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
fixed brick skin spiral stairs zfight on highlight
setting up pumpjack static prefab and edited oiljack anim controller
Padding roof conditional colliders just in case
Brick Skin Gap in roof conditional
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack