115,225 Commits over 3,959 Days - 1.21cph!
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Fixed a couple of issues with the underwater effect convar
More folder changes + updated PlayerCopy asset directory
Don't overwrite materials when saving new materials, append a number
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed
Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues)
Saves materials into root Assets directory
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PoseTools updated to recent version (main)
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
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Added a null check to FilterItems for itemButton
Fixed the vignette effect jumping in instead of smoothly coming in from 0, when using the post-process weight slider.
The Blur is trickier, and isn't fully fixed at this stage, so I'm still not starting the low oxygen effect until oxygen reaches the hurt point, but oxygen effect is back.
merge from save216 (wipe)
killObjective bugfixes
createdEntity cleanup fixes
placed providers at various monuments
nre fix
placeholder mission providers
metric tonne of UI work
disabled Caustics Projector on small moonpools
removed card spawner in module_1500x1800_2way_ladder
Disable the oxygen overlay effect for now, until we can get the weighting to have an effect on the blur and vignette
Better control of oxygen overlay. Fix missing overlay components. Still has a sudden jump in due to a problem with the effect itself.
Improve lungs icon position
Updated the ScreenshotCamera, and made it a prefab variant
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Add option for the oxygen overlay to be for players in submarines only
Oxygen post-process fixes
[Editor only] Added dev_cam model for camera visualisation in scene view.
Main Camera prefab updated to include dev_cam (invisible + disabled)
Added low oxygen post-process effect. Enabled for all low-oxygen situations right now - could be set to apply to submarines only if desired
Unsaved anim controller changes