12,029 Commits over 2,527 Days - 0.20cph!
Merged CloseEyes call into sleeping conditional block
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
Fixed a case where shots wouldn't load
More styling for shot list
Fixed not being able to look up or down while gesturing
Improved camera rotation handling when gesturing in eyes mode
Fixed some incorrect button hookups in the gestures UI
Merge from gestures_2/custom_wheel
Rework next frame button to work better (previous frame is unchanged)
Fixed OnPressed event firing at the start of a drag
Fixed dragged shots icon staying lingering
Fixed drag and drop canvas depth
Added next and previous frame buttons to timeline
Added confirmation step before deleting shots
Fixed shot name not showing in countdown UI
Fixed default shotname not being calculated properly
Added countdown sfx
Added recording underlay
Added red, yellow and blue colour options to the hose tool
Basic support for dragging shots between folders
WIP timeline layout changes
Fixed a shot looping issue
Fixed line in process sometimes not appearing (pooling issues)
Can't change colour while a line is in process
Use reload instead of RMB to open colour menu
Potential NRE fix when spawning gibs for construction blocks
Fixed not being able to change the colour of a line more than once in a session
Need to look away from an IO entity to open context menu
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
Updated the default arc generation for tree markers.
Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree).
Added some editor buttons for assigning default arcs and updating marker data (also supports multi select).
Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled.
Regenerated tree marker data for all trees.
WIP support for changing colour of electrical cables
Added Poolable components to some UI components that were being created and retired (slot machine payouts, map markers, death screen stats, phone directory)
Don't update look direction on modelstate from the server on the local player - we set that every frame so it's more accurate locally
Rotate our smoothed direction instead of lerping
Can now save shots into folders
Can collapse shot list
Added counts to each folder widget
Show expandable folders in shot list
Add folder button
Internal support for grouping shots in folders, updated relevant directory paths
Fixed players keeping their eyes open and blinking while asleep
Slightly increase third person alt look range
Fixed vm's with particles/lights still being visible while gesturing
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fixed throwable easter egg gibs
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up
"Sync override list" option now auto assigns box colliders to everything
Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
Unsaved crossbow vm animator change from last week