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140,506 Commits over 4,536 Days - 1.29cph!

9 Days Ago
russian roulette - updated textures, mostly there just some polish to do
9 Days Ago
Improve navmesh doors perf
9 Days Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
9 Days Ago
Merge from salvaged_hammer_refresh_sounds
9 Days Ago
merge vehicle pooling to main
9 Days Ago
Added new sounds for some of the new Salvaged Hammer actions
9 Days Ago
merge demo ui 2 to main
9 Days Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
9 Days Ago
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
9 Days Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in
9 Days Ago
pool_ball_moving_fix -> main
9 Days Ago
Fix pool ball velocity creeping into the next shot
9 Days Ago
New preview positions - way better
9 Days Ago
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
9 Days Ago
ocean wreck buoys - combined the seaweed and mussels on all three renderers 128 > 23 across the three LOD components 115 > 8 gameobjects 153 > 48 prefabs 482kb > 124kb
9 Days Ago
Fix dof being too shallow all the time
9 Days Ago
rebuild manifest after merge issues
9 Days Ago
folding wicker beds B C D E - combined into one mesh each frame, fabric and pillow all share Folding_Wicker_Bed_A, so each bed combines into one mesh per LOD band with a single MeshLOD - every bed is one object now renderers 10 > 4 across the four LOD components 10 > 4 gameobjects 10 > 4 prefabs 44kb > 26kb tris at 18m 23,336 > 6,200 last lod under the vert cap on all four so they batch
9 Days Ago
Swap the crappy overly complex multipel values for character camera shots over to the same orbit camera sty;e as the render images were
9 Days Ago
Missed files
9 Days Ago
Fix head icons being behind the player
9 Days Ago
Constantly lerp the camera to the bone position rather than only setting it once on enter
9 Days Ago
Better preview angles
9 Days Ago
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
9 Days Ago
Fix multiple idle animations playing at once - causing jittering and preventing the reaction anims from playing
9 Days Ago
Better way to be able to preview rendering shots + category shots Fix character customisation tiles showing up white initially Clean up min/max yaw settings
9 Days Ago
merge from glass_ar
9 Days Ago
Crystal AR - fixed attachment positions in 3p entity
9 Days Ago
Fixed the white balance values and when the contrast should be applied in the post processing pass
9 Days Ago
Add modular_contraption_kit_a meshes, materials and textures
9 Days Ago
merge from Livestock_animals
9 Days Ago
merge from main
9 Days Ago
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
10 Days Ago
New cinematic lighting Various polish and minor animation changes Ensure older baked textures aren't re-handed out Fix indirect instancing bricking renderers in the character creator view Always use best LODs for character creator view props Rebuild all the static icons Swap to medium apartment
10 Days Ago
further mag drop updates
10 Days Ago
Render DDraw on beginCameraRendering for RRP
10 Days Ago
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
10 Days Ago
Strip occlusion culling from the dolly preview too
10 Days Ago
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
10 Days Ago
merge from cui_draggable_anchor_fix
10 Days Ago
Fixed Draggable anchorMax setting to offsetMax
10 Days Ago
Fix BlurOptimize shader typo
10 Days Ago
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
10 Days Ago
add cinematic shake to the demo options panel, to have the same shake we use in trailers
10 Days Ago
Added crystal AR page to the weapons category
10 Days Ago
merge from main
10 Days Ago
merge from skinviewer_sept26
10 Days Ago
minor tweaks to wood glove model for skinviewer
10 Days Ago
Exclude composter from cooking tests
10 Days Ago
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader