134,501 Commits over 4,444 Days - 1.26cph!
Glowing Wallpapers - texture updates
Merge: from alloc_clean_july2026
- Optim: avoid ~15 separate allocations related to scheduling/cancelling invokes
Tests: none, trivial changes
Reduced Emissive texture size
Fix last remaining motion blur artifacts by using the original noise function
Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build
Hook up motion blur settings to the volume component
Materials and textures for stacked terminals monument blocker (fbx coming soon)
Turn L shaped sofa into a mountable entity
Set sofa to large apartment
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