146,006 Commits over 4,413 Days - 1.38cph!

Today
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
Today
Merge from main
Today
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Today
Merge: from main
Today
Merge: from pm2
Rin
Today
merge from save285 - Staging wipe!
Codegen
Today
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
Today
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
Merge from main
Today
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
Today
network++ save++ persistance++
Today
fixed BDU protection values switched
Today
commiting a bunch of meta files plastic moaning about
Today
ballistic armor condiction pass
Today
Merge from main
Today
merge from main
Today
Merge from tutorial_animator_fixups
Today
Delete some more deprecated components
Today
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Today
Merge from PlayerRigUpdate2
Today
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Today
Hardcode drop_item gesture to 1s as it's now faster
Today
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Today
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
Today
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
Today
illuminated buttons; - ran manifest
Today
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
WIP using base color brightness instead of base color tint
Today
Merge from main (no conflicts)
Fixes
Merge from main
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
Today
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Today
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merge from beenie_deformhair_enum
midlength capmask update
riot helmet uses beanie deformhair
More beanie conditional meshes
Updated appropriate headwear to use beanie deformhair
mid-length beanie conditional setup
Yesterday
set up weapon charms on bowless_crossbow and m16a2
Yesterday
unity 6 VolumeManager fixes
Yesterday
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Yesterday
merge from main
Yesterday
charms meta files
Yesterday
Added beanie option to DeformHair enum
Yesterday
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture