32,421 Commits over 4,048 Days - 0.33cph!
Fixed beachchair PB volume
Updated SolarPanel.Large.deployed with new art
merge from HDRP_Art_Backport
Coloured electrical cables now show their colour when the directional material is applied while holding the wire tool and in TC auth
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Merge from io_colour (pie menu changes)
Fix modular cars sending a full network sync every tick when they don't have to
Improved small battery placement
Small battery can now be rotated before deployment
Small battery can now be deployed on tables / boxes
Fixed small battery bounds
Added CheckInsideAnyCollider, covering checks on colliders of all types
Commit my CheckInsideNonConvexMesh method, currently unused
Demo list UI now shows hours as well as minutes and seconds
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Fixed an incorrect r/w warning on the Gibbable editor
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
merge from impact_effect_scale
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Merge from wearable_eyes_view
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
Merge from blink_sleeping_fix
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
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Adjust card material brightness
Merge CardGames->Main again
Merge WorkCart->Main. Bug fixes and minor improvements.
Merge CardGames->Main. Adds:
- Visible community cards on the table
- Chips on the table that match the actual pot
- Improved UI performance
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censorplayerlist now enabled by default
fix for missing materials on lower lod levels for the arcade machine
fixed missing bottom faces for arcade machine and vending machine
fixed missing internal faces on washing machine prop - the material on the shadow boxes was set to 75%
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Updated iceberg_6 fbx to fix holes on LOD1
Fixed watercatcher UI drinking
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Potential NRE fix when spawning gibs for construction blocks
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
Disable immediately unloading unused mipmap levels + clarified texture.stats a bit more