142,905 Commits over 4,383 Days - 1.36cph!
Replace tabs in spawn.report output (they confuse the new console)
merge from unity_6.3.11/new_inputsystem/tmp_update
added prefabs for empty states for tier 2
updated tier3 fbx matertial settings
fixed missing mesh in prefab
tier 2 workbench empty states for upgrade parts
+ empty state for when theres no upgrades
+ updated tier 2 fbx
- Fix connections potentially being added more than once in RpcTarget.FromFlags
- Fix spectated player name and health text being invisible when spectating in third person
- Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
updated tier2 workbench fbx import settings
fixed defence upgrade position
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apartment complex scene update, more refinement around playground area
playground sandboxes and border meshes + prefabs
Initial filler visuals implementation
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
fixed positions for visuals
Restored base option slider prefab content type
All the slider using decimal in MenuUI2_Settings need to be changed, but im not gonna do this here because of the merge hell
Fixed TmProEmojiRedirector following new TMP_InputField optims
reorganised tier 1 so fbx's live in models folder
added empty states for each workbench upgrade for progressive upgrades
this preserves original visuals whilst allowing for upgrade placements.
updated stripped back tier 1 workbench
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
Merge: from objectworkqueue_valuetype_allocs
- Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled
Tests: none, trivial change. Checked IL
missed couple of texture files
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
Hooked kiosk poster sign textures back up
updated protorype icon and .item prefab to link to proper icon now
Removed obsolete kiosk blockouts
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
Restored FixCaret because looks like its still needed
added first pass of rentable kiosk c
Shaders update, stripped mobile and sprite shaders we dont need
merge from automated_testing
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Removed NUnit refs in TestPlayerBoat and RHIB
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Relinked third parties using the TMP assembly
Removing -quit param for unity test method to allow async tests to run properly.
merge from automated_testing
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
Rewrite toolbar extensions in UTK, remove old toolbar extender.
Refactor terrain alphamap to packed bools in bytes
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn)
Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed
Much simpler state handling