125,582 Commits over 4,171 Days - 1.25cph!
Store chunkId in header file
Fixed tutorial npc crossfades not working
Use cinematic avatar when putting a player model into cinematic mode, no need for state machine behaviours
Fix HLOD generator failing if it finds a RendererLOD with a renderer that is missing a mesh/material
Adjusted harbor_2 hlod settings to include roads
Added a DebugMode option on the HOLDBounds asset, this will print out each asset while processing so it's easier to track down specific objects that are causing problems
WIP support for showing multiple 3D models at once in the skin viewer, each going to a separate rendertexture
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Merge from main -> full_server_demos
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Minor changes to tutorial island network bounds checks
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Fix bugs with attack heli rocket/flare firing lockouts
Fixed clothing mission step not working (merge issue)
Iterating
Wood bullethole decal tweaks.
Fixed efitor refl probe blinking occasionally in scene view
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Tweaked Rust/Standard template input ordering and show/hide port by link ID
Updated Workshop scene to have night time lighting
Added Rust/Standard template inputs for "Vertex Offset" (e.g. vertex animation), "Vertex Tangent" and "Vertex Normal"
Added template ability to set port actions via LinkId instead of Id or Name
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Skin prefab setup, screens showing tc information
Added softer whispy mat.
Dev concrete mat fix.
Prefab iteration.
Ignore EntityPosition & DisconnectReason when incrementing inbound count as those packets are unordered
Rock & concrete iteration/fixes
Fixed containers being changed on merge
Tutorial bear AI design update
merge from youtooz_deployables
merge from default_nudity
merge from binoculars_rangefinder
Potential UpdateHolsteredOffset nre fix
Attack heli: Reset flare and rocket timers if new inventory is loaded in
Attack heli: Added off-state dashboard lights so they don't visually appear suddenly when the light comes on green or red.
- Attack heli flares can now only be fired once every 30 seconds
- Added small lights to the heli pilot controls that indicate rocket and flare readiness
- Added a little ding sound when flares become available again
- Improved attack heli rocket hit pos prediction marker accuracy slightly
- If the attack heli hit projection doesn't hit anything, move the marker to the middle of the UI instead of taking the end point of the last ray
- Added a couple of useful methods to ItemContainer
Add a cinemachine virtual camera to the end tutorial cinematic
Merge from tutorial_island
Change `write.PacketId()` -> `Net.sv.StartWrite( packetId )` so we can prefix the packet Id before the packet ordering VarInt