199,178 Commits over 4,140 Days - 2.00cph!
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
update temple map lighting
adding layer to separate lighting element
tweak space environemnt model to avoid UV distortion
tweak post process
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
eliminated GC allocs from nametags
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
Checkpoint ordering stuff for predefined checkpoints. Will support random checkpoints as well.
Random race checkpoint generation
[D11] UI Controller support and additional support files
Some changes to auto checkpoint generation. Try to find some tall buildings to go up - but not every time. Fixed a bugs in the free space finder as well.
[D11] Fixed missing D11_CONSOLE_PORT defines
Updated impostors to latest
wip placeholder objective UI setup
moved to left side (forgot about the killfeed)
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Eliminated GC from TOD image effects
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avatar face icon renderer stuff
adding face icon
adding icon shader (adding the outline in the shader)
tweak temple environment model to attenuate the bright spot in the middle
cleaned some unused material
Dispenser can hide entity view when empty
Crafting order creation uses LMB/RMB to change count
Some refactoring
Updated ASE to latest 1.5.4
Network game modes are getting pretty full of stuff. Trying splitting some of it out. WIP
Let's use interfaces for both
Conversion complete for all game modes
Merge game mode refactor into Main. Spawn-related methods are now in a separate interface, somewhat decluttering game mode classes.
Fixed broken score display for score-based game types
Cargo ship hull vertex paint
Fixed crafting order panel counts not resetting