255,893 Commits over 3,990 Days - 2.67cph!
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
Adjust collision force and damage settings for all bikes
Fixed incorrect length on gambling room light connectors in bandit town
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
Fixed incorrect chainlink colours in NMS
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
BillBTestMap spawn point height fix
Vitals UI works for any pawn
When possessing a pawn, set its PlayerState
Can deploy drone by using left mouse button, removed dev menu debug for it
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Work in progress Pawn refactor
Include hotspot coords in LoadCursorFromFile
Fix camera getting trashed on reset
Set some defaults on model renderer properties so we don't trash the component on reset
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
Implement native loading of cursors from image ready for when we want to hook it up
ant
bomb
twins
compass
antenna
card hp
card hp on tooltip
wizard turn start
HingeJoint.Angle is in degrees
Don't automatically add world tag to map collision, let the user decide that
Add tags from gameobject to map instance collision
Update map instance collision tags on tags change
Add some useful state getters to hinge joint (Angle, Axis, Speed)
Shadergraph: Allow custom file ext in texture nodes
Shadergraph: Add Mod (%) node
Merge preprocess refactor -> monument_scenes
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform`
- add options to turn each part of PreProcessing on and off
- default to everything enabled
- Scene2Scene will only run the stripping, not PreProcess() callbacks
Removed 3P green laser from the ground underneath the turret
Added the red laser to the turret, just to test
Brake light prefab tweaks/additions
Probably fixed all the remaining light issues.
Untested yet.
Fixed vehicle light scripts not using the correct default values.
merge from protobuf_skip_default_fields -> aux1
merge from main -> protobuf_skip_default_fields
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
Fixed using OR to check for changes instead of AND
Audio clips with platform specific settings removed
Batch together audio import updates with AssetDatabase.StartAssetEditing() to reduce the time it takes to run
Fix progress bar not being cleared when reserializing all assets
Fix some audio clips not being detected as modified and their changes not being saved
Remove obsolete platform specific import settings for audio clips
Remove unneeded command line args
Start some cleanup
valid check FlashbangEffect OnDestroy
Merge from audio_import_music_clips -> aux1
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
Some sound effects didn't save their settings