134,391 Commits over 4,444 Days - 1.26cph!
Update view model animation blends
fixes after switching to charge-up IO
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
merge from softcore_modal
Add chromatic aberration and grain to uberpass
Disabled hardcore tag button
update apartment_complex_monument/prototype
Codegen + phrases + test gen
Allow water motion vector pass to be culled
Refine motion vector pass dependencies
Use a preference list for motion vector texture formats
Apartment lighting prefab WIP.
Optim: cache FogMachine invokes
- StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB
There were invoked in StartFogging, which can oscilate with power.
Tests: none, trivial changes
merge from prototype -> apartment_complex_monument
tanker area sphere tank end
merge from main -> apartment_complex_monument
set raid windows on by default
Added the Grey Scale volume component and setup all the RRP volumes that needed it
remove old model & textures, update icon and guide mesh
Seperate tc softcore stuff into its own file
medium apartment coliision fix so we can get to the locker
Apartment lighting layer testers.
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone
- Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up
- Keep track of when the raid window opens via a syncvar on the gamemode entity
Optim: skip BeeSwarmMaster.StartDie call if already dying
Saves on ActuallyDie invoke and allocation
Tests: none, trivial change
Cherrypick CS
155224 (elevator deploy NRE)
Added softcore gamemode modal, opens when clicking on the softcore tag
Optim: avoid repeated invoke scheduling in BeeSwarmAI
- SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling)
- StartDie gets skipped if bees are already dying (saves Egress scheduling)
Tests: none, trivial changes
Fix NRE when placing elevator
Rename animation specific menu items to be more descriptive.
[MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")]
[MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")]
[MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
Bugfix: fix caching of DiveSiteBuoy.updateAction
Tests: checked IL
Enable radial menu on apartment elevators only
Make radial menu for elevators opt-in
Layer shifting on large apartment & lighting prefab.
Optim: cache Sprinkler.DoSplash invoke
Tests: none, trivial change
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke
Tests: none, trivial change
Optim: cache ElectricBattery.TickUsage invoke
Tests: none, trivial change
Fixed an issue with render pipeline global settings not being set after loading them from resources
tanker area sphere tank progress
Optim: cache ElectricBattery.AddCharge invoke
Tests: none, trivial change
Merge from worldposiitongenerator_optim
Added the grain volume component and added it to all RRP volumes that needed it