121,610 Commits over 4,048 Days - 1.25cph!
Fix RendererLOD switching to rendering shadows only if it's disabled by a HLOD component while still in rendering range
Dealer doesn't bother hitting at all if all players have busted
Removed Split/Double Down/Insurance just for the moment
Use SupportsPoolingInParent on ReverbZoneTrigger
Let all players make their moves at once, rather than one at a time
Swap icons for active usage vs potential usage in tooltip
Splitter updates outputs when connected IO entity is destroyed or disconnected
Disable prototype that renders giant cube of building blocks
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Mace damage buff - now inline with other two-handed weapons to one-hit blue barrels
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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
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Safe (non-SF) ghost door material with edge highlight
Fixed graveyard fence LODs
Ghostly shader texture addition tweaks for later
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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
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Fixed gravestone stone deployed anti hack issue due to collider outside of bounds
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