241,404 Commits over 3,867 Days - 2.60cph!
Tug damage prefab with light/medium/severe states
banished damage upgrade, reroll powerup
standardize player healing/damage
fix move drain hp upgrade
heal bullet dmg upgrade
Inject settings page to spawn menu on activate
Early out for BiasedSdf3D.SampleRangeAsync
Basic blob tool settings page
Added LODs for the pumpjack
Use ProjectRow instead of custom LaunchpadProject, move some stuff in there
Use Global.BackendTitle and BackendUrl for asset.party link
Remove borders from ProjectRow and SidebarButton
Experimental JumpList support
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
Rewrite movement handling again
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Remove redundant reflection probe renderer from wall prefabs
Do distance culling before frusum culling
Measure culling job execution time
Merge from media_projects/2023_06
vm diver torch - updated mask and optimisation settings
Fix base.fgd
Merge branch 'main' into prerelease
Underwater / water surface explosion effect improvements
Fixed underwater rain again.
old tv model setup
(needs lods)
Underwater explosion effects for C4, satchel charge, F1 grenade and beancan grenade
Bunch of small fixes
FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
Use object-space normals for triplanar shaders
merge from NMS/Props for clarity
Water explosion effects for all rocket types
wallpaper skin models and prefabs base setup
Update ShaderPackageType to have AssetType as Shader
Collect ModelInfo
Generate AssetInfo on publish
Fixing various deployable placement issues on tugboat, most notably the delay / desync on the placed deployables
Update glass_scope shader
Updates Vintage Wall Clock to meet feedback
Added subway maps to various underground tunnels and platform stops
restored test scene, updated test save
Recompile glass with support for world mapping
merge from placement effect
Add missing light setup on tall weaponrack
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it