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144,020 Commits over 4,413 Days - 1.36cph!

Yesterday
DeployGuides: more explicit depth/stencil format
Yesterday
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
Yesterday
merge from ceiling_gold_stars_rotation
Yesterday
merge from Fix_odd_deployguides
Yesterday
merge from fix_ballistic_vest_description
Yesterday
industrial_dlc -> main
Yesterday
PlayerRigUpdate2 -> main
Yesterday
m16a2 -> main
Yesterday
initial setup of 2 player darts - refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not. - added interact menu options for starting 1p/2p darts games, as well as options for ending games early - games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn. - first pass on 2p game controller
Yesterday
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Yesterday
Define floor network groups as bounds in the apartment building prefab
Yesterday
Start adding ability for custom network groups in apartment monument - group ids 10 - 19 reserved for apartments - once you enter inside the apartment you subscribe to the overall apartment building network group - each floor has it's own network group - only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
Yesterday
Add new method of setting flags, mark old one as obselete Update all usages of now obselete SetFlag to use new method
Yesterday
WIP torch stuff.
Yesterday
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Yesterday
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Yesterday
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Yesterday
updated m16a2 textures
Yesterday
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
Yesterday
fix for 3p compound bow firing
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
Yesterday
Glass AR - final bake, wip textures, material tweaks
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
Industrial Torch - Updated view and world models with new UV2 and misc geo changes for better support of emmissive effects
Yesterday
Manifest update for apartment stool
Yesterday
Update: resave after unity 6 upgrade Tests: ran benchmark
Yesterday
merge from kick_off_2_wallpapers
Yesterday
Polish to large apartment FBXs, bit more set dressing in prefab
Yesterday
set all crouch anims to time scale 1 on playeraniamtion.controller amd exported updated 3p crouch anims
Yesterday
Fix compile simulator not catching all errors (only catching CS errors, not MSBuild errors) Fix compile simulator leaving 10-12 dotnet processes in background for 15m because "-nodeReuse:false" wasn't passed in
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed some skin viewer regression - Frog boots - Clatter helmet - Silly horse mask - Horse mask - Egg suit - Wellipets Hat - Chicken Costume - Bunny Costume - Horse Costume - Hockey Mask
Yesterday
Mortar animation updates
Yesterday
main -> 50cal_animation_improvements
Yesterday
mountable_rollback -> main
Yesterday
Fix compile error
Yesterday
re exported a bunch of assets, fixed some holes. Submitting for LOD tests (can't get it to work properly on my machine)
Yesterday
Fixed typo in description
Yesterday
Added more sound variations to bowless crossbow
Yesterday
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Yesterday
Refactor tick parent history into TickHistory
Yesterday
Merge from render_pipeline_testing
Yesterday
merge from body_hair
Yesterday
Set dressing in large apartment
Yesterday
Merge: from main
Yesterday
Increase bounds of the apartment building entity to the size of the apartment complex building (so it doesn't touch the scene)