13,515 Commits over 2,435 Days - 0.23cph!
Merge from demo_shot_track_dubbing
Split position/rotation tracks into two again
Update SillyHorseMask.Skeleton
Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
Merge from demo_shot_track_dubbing
Combine Position/Rotation into one track (feels weird to just modify one)
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
Added Save As.. functionality
Removed Mute tool
Escape cancels dubbing
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Merge from armored_ladder_hatch
Adjusted position of square hatch to match the regular hatch
Merge from ladder_hatch_offset_fix
Merge from divesite_e_crate_adjustments
Merge from easter2026_dlc
Merge from coloured_buttons
Merge from shield_recoil_fix
Fixed shields causing recoil to the attacking player when hit with ranged weapons, should only happen for melee hits
Merge from fog_map_edge_fix
Possibly fixed small strip of pixels that get revealed on the far edge of the map when fog of war is active
Added a button to clear the current attachment
Easter and halloween event UI can now be left active, the appropriate UI will turn on based on the active event
Saves us switching them over twice a year
Better fix for Top bunnies leaderboard in demo
Remove EggUpdater, replace with a PersistentObjectWorkQueue
Unsure how this is breaking in builds, at lteast this is a simpler approach
Added an Attachment label, use this to populate the Icon Renderer
Fix missing attachment slot on manager
Add ownership check to Picker
Update attachment visibility if player changes perspective
Cache animation clip values on the RootMotionData class, access those instead of the direct animation clip at runtime
Strip all AI meshes from the server (including animations)
Merge from hackweek_server_mesh_cull
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag
This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything
Checks 4095 prefabs, takes about 10 minutes
Enabled r/w on 32 meshes, test passes
Commit 1/2 because of plastic
Fixed easter eggs not rotating in demos
Merge from conveyor_min_fix
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred
Added a test for this case
Don't show the world version of an attachment if we're in first person (it was floating in the air)
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Decent enough workflow pss for evaluation
After editing a shot the shot is reopened and edit settings reset
Overwrite the existing slot
Fixes
First pass on recording new data into a track
UI kinda functional