13,014 Commits over 2,223 Days - 0.24cph!
Trying out Unity's VHACD convex collider generator, might help with generating convex colliders for objects deployed on boats (going to be an issue going forwards)
Seems to work reasonably well on some meshes, not at all on others. Needs more investigation
Set up an editor window to expose the settings and spawn the colliders in the scene for testing
Merge from hardcore_refresh (no build as there are menu compile errors that need to be merged)
Fixed not being able to assign another player their full bag limit on vanilla servers (this behaviour now only kicks in when a server is running fog of war or no map)
Fixed incorrect bag count being sent to player when they assign one of their bags to another player
Possibly fixed some issues with modifiers not calculating time properly
Codegen to fix compile errors
Removed the 20%, 40% and 60% scrap cost increase in hardcore, tech tree costs should match vanilla (just without guns)
Readd wearable randomisation component, add a toggle that controls whether it runs, turned it off on the pilot hazmat
Added debug.blockWearableMaterialRandomisation admin convar for media that will block the randomisation process entirely
Fixed NVG looping sfx getting lost when modifying other clothing
Update spawned viewmodel with same skin colour as preview model
Spawn a player model instead of a BasePlayer
Spawn the associated entity via ItemModEntity and equip it via WorkshopPlayerPreview
Turn the spawned player model 180 degrees
Add an Image component to the button used in this scene and populate it with the item icon
Codegen so that the static fields in this scene are handled by domain reload
Move EmissionScaledByLight out of Update into a work queue capped at 0.01ms/frame, should save around 0.05ms a frame on a proc gen map
Disable WearableRandomMaterial, was just an internal test
Merge from tutorial_baked_foliage_removal
Update some outdated splats on tutorial island
Don't allow non clothing or clothing that would be considered conflicting to be loaded onto the mannequin
Update mannequin to mimic player part creation process using a new skin set, this will allow us to selectively disable the parts of the mannequin like we do player parts
Allow the mannequin inventory to be opened
Merge from pilot_hazmat_dlc
Adjust the logic that triggers the WearableEyeViewAdjustment behaviour so that it happens when the player is killed (set isLocalPlayer on the corpse player model and check for First person view)
Added new WearableRandomMaterial component, allows material randomisation per item
Fix not being able to repair skinned weapons that are crafting blocked by game mode (eg. redirect ak skins)
Merge from hardcore_refresh
Fixed an edge case where a sprinkler would be visually spraying but not draining water or affecting sprinklers after the power was cut to a water pump
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Merge from hardcore_refresh
Another possible map clearing while server restarts fix
Merge from hardcore_refresh
Fill in changes on hardcore prefab (for inventory game mode UI)
Merge from hardcore_refresh
Updated the compass description to mention the behaviour when it's on the belt bar
Fix a regression where the map was briefly visible when the map was closing while fog of war is active
Don't give the player the selected item (we don't want multiple viewmodels)
Don't override the vm position and allow vm camera renderering, instead allow us to override where the vm camera renders from (for these purposes adjusting it 50m down is fine)
Merge from main (had to stomp BaseViewModel changes)
Merge from hardore_refresh