137,991 Commits over 4,324 Days - 1.33cph!
Makeshift coffee table updated with vertex AO
Updated blockouts for apartment sets
Added Open Results button, reorganized the button bars
Loading a result auto enables filtering, clearing results resets filtering
Removing unecessary quotes that would silently fail parts of the Server pipeline
Check for skins_access value when checking if a steam item is in our inventory
merge from PlayerRigUpdate2
Cap mask updates, material tweaks
Added debug hair materials
Fixed the test window not showing live results on some tests, unified the parameter normalization
crypt building skin works with upgrade_radius and related commands
big merge from main
autoresolve conflicts in roof.prefab and roof.triangle.prefab
▌ ▆▋▇▇▋▊ ▄▌▄▍▍▋▆▊ ▇▌▌▊▄▄▄▆▅ ▅▅▊▇▌▉ ▋▌ ▍▍▆▍▅▍▋▊▆▆█ ▅▍▅▆▌ ▋▊ █▍ ▇▅▋▋▄▊ ▅▅▅▇ ▅▇▇▅ ▄▋▍▊▅▍▅▄▋ ▋▊▅▆▄▍▌▊▆▄ ▋▉▋▆▉▍
Automated tests window changes:
- Added a rerun failed button
- Fixed the foldout arrows not clickable
- Leaving playmode mid tests cancel the run correctly and generate results
- Tests can only run in the automated test scene
- Run button shows a playmode icon if clicking it will start playmode
Merge from indirect_instancing_canvas_rendering_issue
Removed another BroadcastRefresh call that wasn't needed
▅▆▌▌▅▊▉▉▍ ▉▌▉▍▊▋ ▍▍▉ █▇▅▇▄▋█▊▊ ▄▍▌▅▄▅▌▌▊▇ ▅▉▊▍▇█ ▇▆ ▍▌ ▋▄ ▊▊▌▆▋▇▌▅ ▅▇ ▉▄▉▊ ▅▇▋ █▅▌▄ ▉▋▄▌█▋ ▍▋ ██▌▍▍▆▆▇▋▇ ▉▍▉ ▅▋▍ ▊▇▋▇▄█▉▊ ▍▍▅▌▌▇▇ ▉▍█ ▋▌
▊ ▍▆ ▊▋▋▄▄ ▌▅▄▋▆▅▄▇ ▉▍█▍ ▍▄▌▇█▄▋ █▊▄▌▋ ▋▋█▊▉█▇▄▅ ▄▌▆ ▋▅█▊ ▍▉▉ ▇█▉▅▉▄▌▆▋▍ ▊▇▋▇▇
Added a broadcast refresh when the PhotoFrame paintable source is updated which fixes issues with some surfaces not updating correctly and reduced the number of broadcast refreshes that are needed for paintable sources
matrix display - enabled emission fresnel to reduce visual screen noise
meds box - removed duplicate renderlod
sulfur box - removed lod4, adjusted lod values, meshlod for matrix
tools box - adjusted lod values
ore box - adjusted lod values
scrap box - adjusted lod values
stone box - adjusted lod values, moved prefab location
meds box - render lod, adjusted lod values
metal box - adjusted lod values
food box - lod values adjusted
guns box - lod values adjusted
comps box - adjusted lod values
explosive box - adjusted lod values
armour box - adjusted lod values, removed duplicate lod
charcoal box - adjusted lod values
wood box - updated lod values, removed lod4
ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
Merge from foliage_instancing_shader_feature
Add alternate slanted grid topology option
Fix culling radius calculation
Fix LOD scaling cell positions for culling
Merge from fix_guid_null_primitive
Merge from fix_paste_mountable
Merge from heli_fixcars_changes_2
Include any SkeletonProperties referenced models as well
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair
Added some wip parameters to hair dye properties
Fixed BBQ gibs not being skinned
merge from naval_update/io_boats
merge from workshop_unload_fix
Updated perf text to show the skins waiting to unload count
We now wait 120s before unloading a workshop skins with 0 references
Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Scan the project for animations we need on the server every build
- emulate BiRP implicit stencil write in g-buffer pass
- provide global_DeferredIndirectLightingActive flag
Foundation corner conditional model checks
Foundation corner sockets