122,066 Commits over 4,048 Days - 1.26cph!
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now)
Added a Mannequin skin set config to allow for new materials
Skin viewer finds the model's true centre and rotation pivots it around that point.
SkinViewer scene gets bootstrap setup and inputs. Basic model rotation.
Basic SkinViewer scene with lighting etc, based on ModelViewer scene. Added SkinViewer to the scene list for builds.
Testing out a player deployed clothing mannequin
Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing
Also supports showing skins on items
Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
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Add a mission objective script which requires the player to press a button
Updated silo prefabs and meshes
Added LODs to a few silo pieces
Guncam progress & related files.
Removed a few large but unused shaders from always included list
Scene/UI progress & related files
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
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Update HUD to show failed objectives
Automatically mark missions dirty when completing or failing an objective
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
fixed some holes left behind in residential buildings LOD2's
attempt to fix terrain trigger in cave_large_sewers chimney
Manifest update for renamed prefabs
visual improvements around scientist mission giver npc (stands out better)
made trees and signs harvestable in monument
Fixed some issues with the skin picker UI
Import first batch of emoji
Delete placeholder content
HLOD generation will now disable r/w on meshes as part of the build
Fixed green pipe option not appearing in radial menu (whoops)
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky)
Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
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Post tweaks for text contrast
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05)
Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points
This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Adjusted cockpit interior lights to match the final gun camera look
Added UI to expose new filter options