141,438 Commits over 4,383 Days - 1.34cph!

13 Minutes Ago
merge from main
27 Minutes Ago
Fixed baked AO in painted trims due to new option added
30 Minutes Ago
merge from split_dump_command
38 Minutes Ago
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
50 Minutes Ago
Remove unused vars
58 Minutes Ago
Merge from main
1 Hour Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
1 Hour Ago
Merge from standard_shader_detail_vertex_color_tint
1 Hour Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
1 Hour Ago
fixed typo
1 Hour Ago
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
1 Hour Ago
Fix animation jitter and uneven load animation speed
1 Hour Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
1 Hour Ago
Merge from command_alloc
2 Hours Ago
Tidy up workbench vital upgrade icon display. Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
3 Hours Ago
Cherry pick 148120 (perf.playermodel fix)
3 Hours Ago
merge from perf.playermodel_fix
3 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
fixed perf.playermodel scene
3 Hours Ago
merge from main
3 Hours Ago
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
3 Hours Ago
merge from main
3 Hours Ago
Merge from standard_shader_detail_vertex_color_tint
3 Hours Ago
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
3 Hours Ago
Skinning pass for small backpack
3 Hours Ago
Merge from main
3 Hours Ago
Fixing skinning for bowless crossbow world model
4 Hours Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
4 Hours Ago
merge from wakeaiz_optim
4 Hours Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
4 Hours Ago
Add can't afford overlay panel to prototype button, toggle as needed.
4 Hours Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
4 Hours Ago
merge from main
4 Hours Ago
Industrial Storage - blockouts and initial prefab configuration
4 Hours Ago
Hook up prototype failed overlay
4 Hours Ago
corrected empty grid logic
4 Hours Ago
Restore water wheel reference to its sounds to fix NRE spam
4 Hours Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
5 Hours Ago
Still show icons as locked, even with prototype installed.
5 Hours Ago
Skinning pass for diving suit and diving tank
5 Hours Ago
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
5 Hours Ago
Merge from main
5 Hours Ago
Subtract the subtract
5 Hours Ago
merge from main
6 Hours Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
6 Hours Ago
Subtract 147919 merge from terrain_lower_fixes
6 Hours Ago
additional boat types, missing files
Today
Merge from main