108,632 Commits over 3,867 Days - 1.17cph!
merge from AI hdrpb merge
reapplied monument changes
merge from impact_effect_scale
merge from hdrp_art_backport
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merge from backport_bugfixes
Added an onscreen tip to explain the throw/drop controls when first using a grenade
Merge from wearable_eyes_view
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
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
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
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
Merged CloseEyes call into sleeping conditional block
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
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Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
Adjust card material brightness
Merge CardGames->Main again
Fix static card table variants not having the new material
Fix community cards not being lit, making them too bright in dark conditions
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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Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
Execute/delta fix on attack event
Terrain anchors prefer above-ocean-level spawn altitude if possible
Fixed a case where shots wouldn't load
More styling for shot list
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More solo sub setup + extra fixes
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Show sub health info bar, but only when not mounted
Some initial setup for SoloSubmarine. Temporarily scale the whole model gameobject to 60% size and rotate it 90 degrees until the model itself is updated
Fixed not being able to look up or down while gesturing
Improved camera rotation handling when gesturing in eyes mode
Fixed some incorrect button hookups in the gestures UI
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Merge from gestures_2/custom_wheel