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454 Commits over 1,188 Days - 0.02cph!

3 Months Ago
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
3 Months Ago
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
3 Months Ago
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
3 Months Ago
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
3 Months Ago
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
3 Months Ago
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
3 Months Ago
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
3 Months Ago
Fixed camera positioning, fixed screen shake / effects, enable post processing
3 Months Ago
Warmup item/wearables icons on startup to avoid FPS dips
3 Months Ago
New player select menu next to the Randomise Player Seed button to view the current player seed and to manually enter seeds. Accepts SteamIDs to view specific player models
3 Months Ago
Wearables/held items should never have shadow casters triangles but make the distinction in the triangle count display text if that is ever the case
3 Months Ago
Ensure triangle counts update this frame. Ensure we aren't counting shadow casters and that any quads are counted properly
3 Months Ago
increased triangle count font size and made it left aligned
3 Months Ago
merge from main
3 Months Ago
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
3 Months Ago
Setup ToD toggles in code. TODO: ToD buttons on the canvas
3 Months Ago
New "Toggle triangle counts" button that toggles a text window underneath with tri counts broken down by Player, Viewmodel, Worldmodel, Entity, Total. Works with the currently toggled LOD
3 Months Ago
Allow freecam to go up/down using E/Q too (this is on top of existing leftshift/ctrl)
3 Months Ago
Ensure the viewmodel always spawns at a fixed location and not at wherever the orbit camera is currently
3 Months Ago
button to loop the selected animation
3 Months Ago
Character Animation and Skin Viewer scene now supports LOD toggles with new buttons
3 Months Ago
Fixed ironsights
3 Months Ago
Keep the viewmodel active in the world so it can be seen in freecam
3 Months Ago
Hold leftshift for faster orbit camera zooming
3 Months Ago
Fixed gestures and misc animations not working
3 Months Ago
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
3 Months Ago
Fixed player not spawning
3 Months Ago
merge from main
3 Months Ago
Fixed broken grass displacement on the bear trap (snap trap) and landmine
3 Months Ago
merge from automated_test_entity_bounds_fixes
3 Months Ago
merge from /misc_prefab_fixes
3 Months Ago
Extended the DeployVolumeOBB on woodframe.standing to extend along the whole face of the frame (also fixes it being able to be placed through floors). All `Deployable_WorldSpaceBounds_NotSignificantlyLargerThanDeployVolume` tests now pass :tada:
3 Months Ago
Wooden floor spikes : slightly increased the NotInBox to fix the 0.62m overhang. Test now passes
3 Months Ago
Barbed wooden barricade : slightly modified the NotInSphere's to fix the 0.7m overhang. Test now passes
3 Months Ago
Forgot to make the wooden barricade prefab not active again after changing it last commit
3 Months Ago
Wooden barricade : slightly modified the NotInSphere's to fix the 0.63m overhang. Test now passes
3 Months Ago
Medieval Barricade : raise the NotInSphere's slightly to fix the 0.57m test failure overhang. Test now passes
3 Months Ago
merge from /misc_prefab_fixes
3 Months Ago
Fixed above ground pool being able to be clipped into construction on placement
3 Months Ago
Fixed DeployVolumeOBB on the paddling pool - Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction - Added vehicle large to the layers
3 Months Ago
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
3 Months Ago
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items. Now using a single box for the check.
3 Months Ago
Fixed triangle planter and triangle railroad planter variant deploy bounds. - Increased height of existing edge bounds so it can't be placed over small items - Repurposed and fixed old deactivated centre bounds to cover the gap - Renamed/reorganised the objects in Unity - Tested in editor. Snapping, planting and other behaviour is preserved
3 Months Ago
Manually adjusted christmas lights (xmas.lightstring) bounds to only cover the collider. Tested in editor, no behaviour change. Test passes
3 Months Ago
3 Months Ago
Adjusted how sockets are counted in the test. Fireplace now passes
3 Months Ago
Recalculate bounds on the champagne firework `MortarChampagne`
3 Months Ago
Recalculated bounds on medium battery
3 Months Ago
Recalculated bounds on water barrel
3 Months Ago
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes