13,492 Commits over 2,435 Days - 0.23cph!
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
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
Merge from armored_ladder_hatch
If an effect is going to be parented to a scaled bone, reparent the effect to the root object
Fixes Look rotation errors when shooting scaled mesh colliders
Added door controller slots to the outside of the armored hatches
Expanded renderer bounds on the ladder hatch skinned meshes
Merge from armored_ladder_hatch
Merge from engine_missing_parts_tooltip
Added a tooltip when a slot is missing in the engine loot panel
Setup a material and colour mask
Merge form armoured_ladder_hatch
Add door controller sockets to both hatches
Fixed hatch not being visible to icon renderer because it was named LOD1 (we should always start from LOD0)
Updated Icon Renderer to open ladder hatches when taking a screenshot
Renamed directory and prefabs to match new item name (armoured.ladder.hatch -> floor.ladder.hatch.toptier)
Disable armored hatch placment on boats as they don't have convex colliders
Set lock positions for armored hatches
Slightly awkward placement as the hatch itself is too thick, had to place it on the thinner surface
Update hatch item names and descriptions
Fix pickup and repair targets
Disabled read/write on models conflicting in last merge
Merge from main
Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches
For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
Fixed first person light effect not working