33,104 Commits over 4,109 Days - 0.34cph!
Demo list UI now shows hours as well as minutes and seconds
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Fixed an incorrect r/w warning on the Gibbable editor
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
merge from impact_effect_scale
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Merge from wearable_eyes_view
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
Merge from blink_sleeping_fix
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
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Adjust card material brightness
Merge CardGames->Main again
Merge WorkCart->Main. Bug fixes and minor improvements.
Merge CardGames->Main. Adds:
- Visible community cards on the table
- Chips on the table that match the actual pot
- Improved UI performance
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censorplayerlist now enabled by default
fix for missing materials on lower lod levels for the arcade machine
fixed missing bottom faces for arcade machine and vending machine
fixed missing internal faces on washing machine prop - the material on the shadow boxes was set to 75%
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Updated iceberg_6 fbx to fix holes on LOD1
Fixed watercatcher UI drinking
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Potential NRE fix when spawning gibs for construction blocks
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
Disable immediately unloading unused mipmap levels + clarified texture.stats a bit more
Fixed broken specular on dead pines at low shader level
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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crane magnet -
tweaked ik hand offsets
tweaked mount position
Added crane sitting pose to player animator
Added crane sit mountpose enum
set crane operator prefab to use crane pose
crane magnet - Added sitting player anim
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lowered 4module vehicle scrap reward to 125 (was 150)
added kill trigger to magnet
fixed exhaust not toggling with engine
fixed some cases where fuel was inaccessible
set magnetcrane AnimatePhysics mode to true for server only
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Slightly tweaked near AO to remove black spots on grass