125,712 Commits over 4,171 Days - 1.26cph!
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
Serialize list of interfering turrets during save so we can restore the same state after restart
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Added a generic await WaitForWarmedUp method in UI_Page
Fixed a tmp nre caused by UI_Page text caching
Added comments in store warmup methods
Anim updates for smg and l96
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
added some mannequin prefab variants for poses
merge from workshop_colourpicker -> main
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
Can attach boat AI to an existing RHIB
Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
Added optional blinking and scrolling features for emission on the standard shader
re added skeletonjail prefab
security prison lod distances and bug fixes.
hanging tarp collision fixes.
skeletonjail lods and prefab
placeholder halloween wallpaper skin assets
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fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
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Gesture menu now reliably waits for the store to be 100% warmed up before being initialised
Pages cannot be warmed up twice when using the skip main menu warmup editor setting
Refactored pages warmup
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
merge from hackweek_crosshair_customization
Setup cannon pitch rotation, fix client side ammo display not resetting.
floating city save
cleanup of the floating walkways prefabs
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
Rejiigged hierarchy for barge painting
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
More sail setup to match art
shifted t1 workbench around
Remove a previous client side visual rotation hack for sail now we have art
Player updates for M39 and spray can item updates
More cleanup and removing old code.
merge from drone_storage_slot
Quick commit before vert painting barges
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
- Added optional independent tiling and offset for the standard shader's emission map.
- Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface.
- Improved formatting for the emission section of the material editor.