147,120 Commits over 4,444 Days - 1.38cph!

2 Months Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
2 Months Ago
Merge from standard_shader_detail_vertex_color_tint
2 Months Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
2 Months Ago
fixed typo
2 Months 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.
2 Months Ago
Fix animation jitter and uneven load animation speed
2 Months Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
2 Months Ago
Merge from command_alloc
2 Months 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.
2 Months Ago
Cherry pick 148120 (perf.playermodel fix)
2 Months Ago
merge from perf.playermodel_fix
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
fixed perf.playermodel scene
2 Months Ago
merge from main
2 Months 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)
2 Months Ago
merge from main
2 Months Ago
Merge from standard_shader_detail_vertex_color_tint
2 Months 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
2 Months Ago
Skinning pass for small backpack
2 Months Ago
Merge from main
2 Months Ago
Fixing skinning for bowless crossbow world model
2 Months Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
2 Months Ago
merge from wakeaiz_optim
2 Months 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
2 Months Ago
Add can't afford overlay panel to prototype button, toggle as needed.
2 Months Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
2 Months Ago
merge from main
2 Months Ago
Industrial Storage - blockouts and initial prefab configuration
2 Months Ago
Hook up prototype failed overlay
2 Months Ago
corrected empty grid logic
2 Months Ago
Restore water wheel reference to its sounds to fix NRE spam
2 Months Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
2 Months Ago
Still show icons as locked, even with prototype installed.
2 Months Ago
Skinning pass for diving suit and diving tank
2 Months Ago
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
2 Months Ago
Merge from main
2 Months Ago
Subtract the subtract
2 Months Ago
merge from main
2 Months 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
2 Months Ago
Subtract 147919 merge from terrain_lower_fixes
2 Months Ago
additional boat types, missing files
2 Months Ago
Merge from main
2 Months Ago
Renames Add a skinnable for half shelves and single shelves
2 Months Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
2 Months Ago
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
2 Months Ago
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
2 Months Ago
Merge from main
2 Months Ago
Fix NRE when renaming a demo shot to a name that already exists