141,326 Commits over 4,383 Days - 1.34cph!
Jackhammer skinviewer tweaks
Removed batch component from skinviewer sleeping bag
Cleaned up quit modal
Updated generic popup blur to use the new one
Add fragmentation ammo type, add new mortar UI, fix ammo UI not getting stuck on disconnect, fix mortar NRE on demo load, re-add ammo selection to mortars, setup magazine ammotypes on mortar.
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
merge from storepage_crypt
Add tick marks across binoculars
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merge from automated_testing
Added +autotest command line arguments for server batchmode test runs
scoring fixes, first pass on basic ui for seeing scores
merge from cpu_batching_submesh -> main
Fix compile error after merge
merge from main -> cpu_batching_submesh
merge from terrain_lower_fixes
Link up launch site height texture again
S2P launch site, military tunnels
industrial garage door
- model update
- placeholder textures
- material update all still wip
merge from s2p_terrain_fix
merge from main
Keep source on launch site scene
merge from automated_testing
merge from physicsmaterial_stringpool_fix
Fix impact effect / stringpool warning spam issues
merge from main -> cpu_batching_submesh
Possible fix for scene losing its reference to the height texture when running S2P with terrain lowering
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Explicitly request linear colours for R and RG render targets
hooked up industrial pack as steam unlock not the furnace
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
Industrial torch - Added initial idle test + bespoke animator (ready for new anim set)
Industrial Storage - LODs and gibs, small texture update
Fix TestCooking item leaks
Fix female swimwear clipping with trousers
Merge from lod_baker_multiple_source_meshes
Updated LOD Baker's baked textures' naming conventions
Updating pilot hazmat burst cloth constraints iterations
Added tint mask for apartment trims
vanity_cabinets_a lod0
initial pass on texture and material
including paint variation
Material changes, visual polish
first pass of dart projectile prefab, with lerping animation curve movement (clientside only rn)
connected all parts together usin the board entity as the middle layer with RPCs
(controller -> board -> reticle -> board -> dart -> board -> controller)
updating kiosk with more dirt & interior shelves. Ran into a problem with decal signs not showing up. Submitting for Hannah to check
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