141,539 Commits over 4,383 Days - 1.35cph!

Today
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
Today
merge from main
Today
Fixed baked AO in painted trims due to new option added
Today
merge from split_dump_command
Today
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Today
Remove unused vars
Today
Merge from main
Today
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
Today
Merge from standard_shader_detail_vertex_color_tint
Today
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
Today
fixed typo
Today
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.
Today
Fix animation jitter and uneven load animation speed
Today
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
Today
Merge from command_alloc
Today
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.
Cherry pick 148120 (perf.playermodel fix)
merge from perf.playermodel_fix
Today
merge from main
Today
merge from main
Yesterday
merge from main
Yesterday
fixed perf.playermodel scene
Yesterday
merge from main
Yesterday
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)
Yesterday
merge from main
Yesterday
Merge from standard_shader_detail_vertex_color_tint
Yesterday
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
Yesterday
Skinning pass for small backpack
Yesterday
Merge from main
Yesterday
Fixing skinning for bowless crossbow world model
Yesterday
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
Yesterday
merge from wakeaiz_optim
Yesterday
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
Yesterday
Add can't afford overlay panel to prototype button, toggle as needed.
Yesterday
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
Yesterday
merge from main
Yesterday
Industrial Storage - blockouts and initial prefab configuration
Yesterday
Hook up prototype failed overlay
Yesterday
corrected empty grid logic
Yesterday
Restore water wheel reference to its sounds to fix NRE spam
Yesterday
Move prototype button next to unlock button, keep single unclock cost display at the top
Yesterday
Still show icons as locked, even with prototype installed.
Yesterday
Skinning pass for diving suit and diving tank
Yesterday
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
Yesterday
Merge from main
Yesterday
Subtract the subtract
Yesterday
merge from main
Yesterday
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
Yesterday
Subtract 147919 merge from terrain_lower_fixes
Yesterday
additional boat types, missing files