202,575 Commits over 4,171 Days - 2.02cph!
Added lower quality LOD (<300) to std refraction shader to disable grabpass
Adjusted vending screenImage shaders and std refraction draw queues
Fixed some bad state handling and resets in Effect
Nested Dispenser classes to files, cleanup
Added AudioSourceTypes.Effects, prefab to audio manager config
Fires audio FX are on the Effects channel
FixedArray cleanup
Removed IUnit.GetEffectsList cause it's useless
Sulphur ore & metal ore world models
Rug deployable base files (models, textures, prefabs, etc.)
fridge same protection as repair bench
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Added custom render queue adjustment to standard shadergui
Fixed decal bullet glass ordering
fixed screen interference
fixed background of vm screen being too reflective
More transparent ordering workarounds to fix particles clipping against window
Fridge size tweaks (scale -12.5%)
Fridge workshop model is openned
fridge door tweaks for readability
Fixed vending machine screen text now showing
Fixed vending machine text and glow lights not refracted
Fixed vending machine screen glass not refracted
cut in rock lines in to hex blocks
Fixed warning in screen interference shader
Added double sided lighting to glass impact decal + custom shader
NRE fixes
Fixed fridge icon position
Merge OSX compilation fix from /prerelease
Increased panel size, position, clip data sizes to int ( Fixes a problem with spawnmenu addon list fucking up with too many addons )
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Player.Load doesn't need an init check
Removed Singleton.Reset base method
Reset all GameManager extensions when killing the current session
AudioManager tracks pooled sources in the wild and returns them on reset
VisualFXManager is an extension, not it's own singleton
Triggers the listen to player tribe creation callbacks use named methods rather than lamdas
Fixed Effects.Save NRE
Fixed NRE in UnitPotraitManager after loading a saved game
reduced bloomage of vm screen
Fixed effect descriptions being wrong
Automated Linux DS Build #555
Fixed player init when loading from main menu