254,393 Commits over 3,990 Days - 2.66cph!
Damage types + Get damagetype icon
EffectBaseComponent
Set up fire + electric test component
Display effect on enemy health bar
Missed files
Simpler fix, moving values to Awake
Merge HarborAudioFix -> Main
Fix rotate editor tool stomping scale
Thank god nobody was using these
Delete unused shaders/includes
vfx preprocessor auto includes system.fxc
Raw dog bindless API, we can build something higher level on top of this
Add SceneParticles.SetControlPoint for setting models
Reapply
95523 with compile fix
Remove old items
Clean up
Multishop
Randomly spawn the multishops
Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline
subtracting
95523 - compile issue
Attempt at a proper fix for the audio problems. Reverted previous temp fix.
merge from waves_of_change_hotfix1 - Fridays hotfix round
Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes
Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR
Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently
Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down
merge from HarborAudioFix
Quick fix for audio bug, disabling crane and bridge sound using Ian's method
picking craggyisland sound issue repo
craggyisland sound issue repo
Scale dmg with stack count
small ui tweak
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Posters updated with Jens art
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Moved things around in the right folders and deleted old prefabs
IdentifierConfig UI screen converted to use IOConfig base class
player update. pump action shotgun anim set exported/setup. root keys removed from w shotgun attack, deploy and reload anims
cans open and closed variants
fixed broken mannequin materials
Break npcs
OnHit function
Test OnHit Item
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Optimisations and simplifications of LODing code
Add Application.IsFocused, returns if the main game window is in focus
Refactored IO config UI screens to let them use the same base class and base prefab
Updated texts for consistency, fixed typos
Now supports numpad enter key to confirm
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OnJump function + test item
max width tool tip
football updates and art showcase scene
S2P harbor_1 and harbor_2
Enabled IsDynamic on crane rope ladder prefab (so it persists through entity save / load)