134,813 Commits over 4,444 Days - 1.26cph!
proper spinny blades in water treatment maintainable tank
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
Remove motion blur volume profile (it's now in the pipeline settings)
merge from glowing_wallpaper_pack need to redo skins
Merge from broadcast_ratio_improvements
tweakes to steam item descriptions
game_room_dlc -> game_room_dlc/pool
tweak to wallpaper pack sitem
Tweaked wallpaper ground mesh so that the edges are inside 1:1 uvs not outside to fix some bluring un-clamped edges. Lots of emissive tweaks. Change fireflies to ceiling paper, removed sprays from pack.
Update(editor): change window title label for MotionVectorsChecker
Tests: none, trivial change
WIP spinning water treatment tank blades
New(editor): MotionVectorsChecker - categorizes all renderers by motion vector mode
Can be found at "Tools/Find/List Motion Vector generators"
Tests: looked at appt monument - almost everything has per-object mode
Add the raw satellite model to the prefab for now
merge from apartment_complex_monument
3p dart throw direction animations added with blend tree
better init state for baseplate
Tweaked monument spawn settings for the apartments. Will now spawn in T0. Prevented it from spawning on snow
Scene2prefab
merge from apartment_complex_monument/terminal_ui
Improved the intro sequence
Test save loading fixes I just used for testing/profiling on a real save
Override player's eye pos when checking camera so LODs are loading
New(editor): CulledMeshesChecker - finds all meshes without some sort of culling setup
Can be found in "Tools/Find/Meshes without Occlusion setups".
Tests: ran the tool on appt monument, found ~360 issues
Change IsLowDetail in IsShadowInsignificant so a renderer with 2 LOD states does not always disable shadows with aggressiveShadowLod setting enabled
Now only disable shadows if the current LOD is within the lower LOD range for this renderer. If only one LOD state exists then still disable shadows like before
Fixes the hatch part of the ladder hatch not rendering shadows with aggressiveShadowLod enabled
setup baseplate render (toggelable) inside sculpting gui
Added CCTV cameras in small medium and large apartment prefabs
Clicking on a rented room shows a cctv feed of inside the room
fixed typo in apartment NPC vendor room upgrade text
Converted roadsigns into harvestable versions
softcore_tc_stack_fix -> main
fixed incorrect grab / drop SFX for ballistic leg armor
Fix TC corpse being under to be fixed - stating 'cant stack building priv'
Fixed incorrect SFX for open and knocking of exterior double doors, and swapped physics material to wood (Parity with other monuments)
Added and Setup Two Electrical Fuse Box Variants as Prefabs
Imported Electrical Fuse Box Models and Textures
Setup Electrical Fuse Box LODS, Colliders and Materials
Split the roundabout and swing models
gamesroom minifridge
- updated materials with colder glass / refraction visual
- updates textures
- updated prefab
Apartment complex zones audio weaks
Added attachment icon
Updated "Change Accessory" icon to it and swapped position with the "Drop" action
https://files.facepunch.com/raul/1b2411b1/24_13-47-ClassicShrike.png
Merge from conversation_disconnect_fix
Fix NPC conversations not being correctly cleaned up if disconnecting while talking
Merge from apartment_complex_monument
S2P apartments to make sure sign changes get picked up