136,744 Commits over 4,444 Days - 1.28cph!

Yesterday
proper spinny blades in water treatment maintainable tank
Yesterday
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
Yesterday
updated skins
Yesterday
Remove motion blur volume profile (it's now in the pipeline settings)
Yesterday
merge from glowing_wallpaper_pack need to redo skins
Yesterday
Add motion blur settings on the pipeline asset and the camera settings
Yesterday
Merge from broadcast_ratio_improvements
Yesterday
tweakes to steam item descriptions
Yesterday
game_room_dlc -> game_room_dlc/pool
Yesterday
tweak to wallpaper pack sitem
Yesterday
Tweaked wallpaper ground mesh so that the edges are inside 1:1 uvs not outside to fix some bluring un-clamped edges. Lots of emissive tweaks. Change fireflies to ceiling paper, removed sprays from pack.
Yesterday
Update(editor): change window title label for MotionVectorsChecker Tests: none, trivial change
Yesterday
WIP spinning water treatment tank blades
Yesterday
New(editor): MotionVectorsChecker - categorizes all renderers by motion vector mode Can be found at "Tools/Find/List Motion Vector generators" Tests: looked at appt monument - almost everything has per-object mode
Yesterday
Serializer fix Codegen
Yesterday
Add the raw satellite model to the prefab for now
Yesterday
merge from apartment_complex_monument
Yesterday
3p dart throw direction animations added with blend tree
Yesterday
better init state for baseplate
Yesterday
Tweaked monument spawn settings for the apartments. Will now spawn in T0. Prevented it from spawning on snow Scene2prefab
Yesterday
S2P apartment complex
Yesterday
Added the full setup for the default volume profile settings asset
Yesterday
merge from apartment_complex_monument/terminal_ui
Yesterday
Missed one
Yesterday
Minor layout fixes
Yesterday
Improved the intro sequence
Yesterday
Test save loading fixes I just used for testing/profiling on a real save
Yesterday
Override player's eye pos when checking camera so LODs are loading
Yesterday
New(editor): CulledMeshesChecker - finds all meshes without some sort of culling setup Can be found in "Tools/Find/Meshes without Occlusion setups". Tests: ran the tool on appt monument, found ~360 issues
Yesterday
Merge from shadowlod_fix
Yesterday
implement swings
Yesterday
Change IsLowDetail in IsShadowInsignificant so a renderer with 2 LOD states does not always disable shadows with aggressiveShadowLod setting enabled Now only disable shadows if the current LOD is within the lower LOD range for this renderer. If only one LOD state exists then still disable shadows like before Fixes the hatch part of the ladder hatch not rendering shadows with aggressiveShadowLod enabled
Yesterday
Test list
Yesterday
setup baseplate render (toggelable) inside sculpting gui
Yesterday
Added CCTV cameras in small medium and large apartment prefabs
Yesterday
Clicking on a rented room shows a cctv feed of inside the room
Yesterday
main -> game_room_dlc
Yesterday
fixed typo in apartment NPC vendor room upgrade text
Yesterday
Converted roadsigns into harvestable versions
Yesterday
softcore_tc_stack_fix -> main
Yesterday
fixed incorrect grab / drop SFX for ballistic leg armor
Yesterday
Fix TC corpse being under to be fixed - stating 'cant stack building priv'
Yesterday
Fixed incorrect SFX for open and knocking of exterior double doors, and swapped physics material to wood (Parity with other monuments)
Yesterday
Added and Setup Two Electrical Fuse Box Variants as Prefabs Imported Electrical Fuse Box Models and Textures Setup Electrical Fuse Box LODS, Colliders and Materials
Yesterday
Split the roundabout and swing models
Yesterday
gamesroom minifridge - updated materials with colder glass / refraction visual - updates textures - updated prefab
Yesterday
Apartment complex zones audio weaks
Yesterday
Added attachment icon Updated "Change Accessory" icon to it and swapped position with the "Drop" action https://files.facepunch.com/raul/1b2411b1/24_13-47-ClassicShrike.png
Yesterday
Merge from conversation_disconnect_fix
Yesterday
Fix NPC conversations not being correctly cleaned up if disconnecting while talking