113,371 Commits over 3,959 Days - 1.19cph!
removed old mesh setup from v_sks.viewmodel prefab
viewmodel updates
- material fix on prefab
- added bullet mesh, textures & mat, added as child of mag
- attachment tweaks
Undoing unwanted changes to materials
Player update. 3p semi auto rifle anim set exported/setup
Update wire parented positions only when the parent entity is busy (door opening/closing)
merge from ScaleBySpeed_server_optimisation
merge from fix_horse_bullet_penetration
merge from fix_steam_nickname_slow_refresh
merge from viewmodelrenderers
▇█▇▅▉ ▌▅▅▅ ▍▋▌▍_▇▊▆▍▅▋▇▌█▅_▊▄█▆_▆▄▅▇▉▆_█▉▋▇▉_▍▆▆▆
▅▅▋█▌▌▉▅▅ ▄▌▊ █▅▄▆▉▅▉ ▆▌▉▌ ▌▆▆▇ ▆▌ ▊▇-█▄▆ ▋█ ▊▄▉▊▅▄ ▍▊▆▍▇▇▍ ▌▊▍ ▋▉▋▊▇▌▆ ▊▉▆▆▉▊█▉ ▅█▊▉▉▊▌▅▋
Updated changes to normal map fix
▅▉▇▄▍▅ ▊▅▍▆ ▇▄▅▅ ▊▍▋▍█▉▉▄_█▅▄▍▊▄
Auto pair when deployed, if you have code lock access
New version of normal map fix
merge from tutorial_menu_improvements
merge from fix_demo_disk_quota
merge from industrial_conveyor_quickmove
merge from dismount_netting_fix
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Added hinges to the van doors
Both flamethrowers with viewmodelrenderers and effect parents setup
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Properly aligned sharp coastal cliffs
Medium cliff variant test
▍█▊█▍▄▋▉ ▅▌▉▌▋▄▍ ▉▋▋▊▉█ █▆▇ ▄ ▄▍▌▊▄ ▅▋▋█▆ ▍▇ ▉▌▍▋▌▄▍▌ ▌▅▌▋▉ ▌▄▋▌ ▄▉▆▆▇▍ ▄▍ ▌▄▊▋▄▇ ▌▍ ▆▅▌ ▊▋▉▇▆▉▅▌▅▄ ▅▆▄▍▍▇▋▋▄ ▅▍ ▌ ▌▄▄▆▄▋ ▌▄ ▋▆▊▆▄▅▉▅▍ ▋▆▄▌ ▌ ▊▋▉▌
Merge from mission_improvements_may_24
Fixed escape key not working anywhere
viewmodel updates inc bolt states & triggers
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
Switch asset warmup to use the existing Timing class
Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Merge from unity_2022.3.24
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
▅▄▅▆▆ ▍▄▄▆ ▇█▅█▆█▆▇█▆▊ █▋▊▅▉
More fucking around with Unity.AI.Navigation
Analytics for asset warmup & prefab warmup
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
merge from fix_ammo_unload_drop
merge from fix_pickafriend_dark_colors
merge from fix_broken_minigun_delete_ammo
merge from fix_place_foundation_under_floor/roof