240,713 Commits over 3,867 Days - 2.59cph!
Add support for moving multiple selected GameObject nodes in the hierarchy
More input / output node validation
Consolidating network messages
Fix UISystem exceptions on startup
Stop using Json for network messages
Lock messaging down
These network messages should be raw and uncomplicated, so lets do that
merge from boombox_network_loop_fix
merge from fix_turret_item_filter
merge from 0_cost_repair_fix
WIP expression graphs, output nodes
Expose overriding envmap face size, add SceneCubemap.RenderSize
Refactor to ZNear and ZFar properties to match Camera
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
Force re-render cubemap if m_bRenderDirty
merge from building_skins_4
network++
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Leaderboard backup, run #7420
Component headers can be dragged into control slots
Added a new item definition field - treatAsComponentForRepairs
Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost
By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise
Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera
This should fix repair behaviour on Auto Turrets and Computer Stations
Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1
This behavioiur should be consistent between the hammer and the repair bench
Label power input on audio alarm
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
Remove log in IgnoreCollision trigger
Properly remove tutorial island respawn options when finishing the tutorial
Update my ColliderShrinkToFit editor to Unity 2021 style
Make sure rigidbody wakes up when boat engine starts
Merge from tutorial_island
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island
Fixed loading during a tutorial not working
A whole bunch more updated materials
Even more gizmo compile fixes. Sorry guys.
Merge from tutorial_island
Remove missing component from terrain asset
Another link test
Fix TreeEntity merge issues
Additional glass prefabs for map makers (non-tiled)
More compile fixes for gizmos
Rename new shotgun folder to M4 Shotgun
Fixed attachments not apperaing due to lingering, disabled attachment slots on the prefabs, this fixed attachments appearing on the viewmodel
Removed duplicate Model components on the entity, this was causing attachments to not appear on the held entity
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
UnityEditor flags around OnDrawGizmosSelected in BigWheelBettingTerminal
Even more updates mats, and a rendertexture
Let's just keep updating mats as they decide they want to reserialize
Some materials wanted further updates
Reserialize all materials and a few related files
Turret will only accept the ammo of the current equipped gun