908 Commits over 396 Days - 0.10cph!
do a big pass removing server field resets from vehicle pooling, all tests still pass
merge from command palette
Fix misaligned caret when the search is empty
merge back from command_palette
merge from vehicle pooling
a lot more resets for vehicles,
undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts.
add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
merge vehicle pooling to main
fix container ui: remove restore child transforms, manually reset battering ram visuals
merge vehicle pooling fixes
horse client pooling fixes
fix catapult loaded ammo pooling bug
reset heli rotor speed on init
clear the cached vehicle owner when a seat is pooled
fix siege weapons not being reset properly
Fix wheel collider warnings
restore child transforms too
capture component states in init (needs more testing)
more child pooling fixes (specifically for OnParentDestroying)
fix runtime parented children spamming nres in the pool, detach them before it enters the pool
redo demoui2 sandbox panel, add parenting, redo colorpicker, add keyframing lights intensity/range.
add a scroll fade/gradient to tabs
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
merge from vehicle_pooling
add a way to pin/favorite commands
add a scene icon next to commands that open scenes
move command palette to the tools dropdown
fix bugs with syncing the server state of the arcade to the active player, update manifest
prefab setup, gotta regen manifest
add feedback for hitting notes, bootleg fake particles, level up toasts
basic replication for spectators
batch lasers, get rid of late update in lasers mostly doing nothing.
Fix laser beam jobs pointing at the origin
add unsafe scripting access scope
merge command palette back to main
notes, lives, basic input
initial code testing, level data