136,279 Commits over 4,444 Days - 1.28cph!
Applying Andre's PlayerWalkMovement FrameUpdate and FixedUpdate skip when loading screen is visible, also zero rigidbody velocity
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Created a proper guide mesh for the cursed cauldron
Added gibs that include the fireplace
Added a detail map to make textures fell less low res
Safe (non-SF) ghost door material with edge highlight
Fixed graveyard fence LODs
Ghostly shader texture addition tweaks for later
Don't allow other head attire over hockey mask
Nuclear missile silo prop material variants
Nuclear missile silo progress
Cherrypicked in the new Jack O Lantern and skull spike skins visual refresh and fx.
Add CustomEntityRenderer component to main camera prefab
Fixed rendering at inconsistant positions due to compute buffer type
Removed shaderforge temporarily, because no need to merge it in here and now.
Renamed the ancient and now unused ConstructionWireframe2 shader to Ghostly, and reworked it
Meshes and materials for ghost door
PortalArt prefab
Fixed gravestone stone deployed anti hack issue due to collider outside of bounds
doors missing colliders
some cleaning up of the subway entrance prefab dressing
Merge from main -> global_networking
Removed old environment fish
made an emissive map for office_vents set
some scene tweaks
resize warehouse door texture to 2048
new texture sets
interior dressing
Cherry pick
75588 (wrong branch)
Fixed non-lodded pipe in supermarket
Fixed non-lodded broken tiles in gas station
HLOD meshes now get culled as part of the occlusion culling system
Caboose lights turn off when no players are nearby
Can right click attachments onto held weapon
Block equipping broken attachments onto weapons
Can drag attachments directly onto weapons to swap them
Fixed some missing structures in water treatment plant
Don't show caboose/wagon/etc health when on the caboose/wagon/etc
LightGroupAtTime now supports renderers with multiple emissive materials