198,630 Commits over 4,140 Days - 2.00cph!
Added strength control sliders to "Apply Vertex ..." properties in Rust/Standard shader set
Added bindsubsurfaceprofile to Dracula Mask
Updated SSS mask texture
Changed graphics quality names
Created and Added Bath Tub Planter Icon
exported basic new player anims first pass and updated the playeranimation.contoller
Added early model to rocking chair.
Dracula cape/mask cinematic assets
Expanded "Apply Vertex Alpha" to optionally affect AO
Added code for Rocking Chair
Ghost sheet no longer removes torso (so underwear can be worn underneath)
stake - updated prefabs & positioning after model updates
added female GhostSheet model
Weapon racks can force a rotation.
Weapon racks can be set to create pegs or not.
Merge from shader-stdblends-extended
Updated Bath Tub FBX Scaling
Resolved incompatibility with $BlendModulateTexture and $detail
Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0
And subsequent freezes due to infinite loops
Lazily fix props with VortWarp shader crashing when entering water
Test rack item.
More wip.
Cherrypick the backpack assets and fix them up
Fixed error in "Core/Generic" shader
merge from switch_inputs_io_fix
merge from planter_pickup
Added GhostSheet cinematic textures
Added custom rack type checks
Added extended options for "Apply Vertex Color" to most standard shaders
merge from graphics_dropdown
If custom rack type, always assume single slot
merge from SubmarineParentFix
merge from vm m249 skinning fix
rocking chair untextured model
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Merge Main -> Experimental
Rebuilt rail splines again
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