133,948 Commits over 4,293 Days - 1.30cph!
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
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
Include VarInt at the beginning of each outbound client packet to improve accuracy of demos
Add cinemachine package (2.8.9)