253,398 Commits over 3,990 Days - 2.65cph!
Hammer transform operation -> C#
ui prelayout is 3x faster
Fixed player icon not being square
Add nullcheck for static callers
Fix chart not updating
Fix unit tests
Add Widget.Lower, Widget.Raise
Performance tab options
FidelityFX Super Resolution
Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
Cleanup project generation
Licensing
Move resolution rescaler to its own method
Remove calls to GetVideoMemoryInfo (slow)
Initial support for FidelityFX Super Resolution
(it actually works this time)
Setup presets for resolution scaling instead of a slider
Implement RCAS
Fix viewport offsets for FSR
Remove remaining references of fow
Cleanup post rebase
Ramp primitive
Initial support for FidelityFX Super Resolution
(it actually works this time)
Setup presets for resolution scaling instead of a slider
Implement RCAS
Fix viewport offsets for FSR
Remove remaining references of fow
Cleanup post rebase
Initial support for FidelityFX Super Resolution
(it actually works this time)
Setup presets for resolution scaling instead of a slider
Implement RCAS
Fix viewport offsets for FSR
Remove remaining references of fow
Cleanup post rebase
Making SimpleMeshPolygon a class, since it's holding a List there's no benefit in it being a struct,
Newlines after steam api context warning
Formalize initialization of SimpleMeshPolygon
Map inputs to a new enum, easily change and check input from it
Controller improvements
menu cores for gauntlet stages
Prevent "look rotation viewing vector is zero"
Made independent bogie rotation optional and disabled it for WorkCart (the model isn't designed for it).
Base the calculated WorkCart track positions on the pivot points of the front and rear bogies. Wheel bogies now align perfectly on curves.
Small merge from rail_network to wheel_tangents
Release the QueryInterface ptr
Set multithread protected on d3d device https://docs.microsoft.com/en-us/windows/win32/api/mfobjects/nf-mfobjects-imfdxgidevicemanager-resetdevice
Add D3D11_CREATE_DEVICE_VIDEO_SUPPORT to device flags, encoder degrades performance without it
Make sure video encoder uses even width and height, nvidia drivers doesn't like encoding odd sizes
Fixed Tomaha rear light not lighting up when braking. Removed unused VehicleLights script.
Fixed modular car camper module rear lights being always on, and fixed some modular car taillights not lighting up when braking.
Subtracted
69268 (accidentally deleted bone setup), and brought back the separate SMLights model. Updated VehicleLight settings.
Added support for VehicleLight to have a different renderer material index per renderer - needed for generic snowmobile. Updated all existing VehicleLights to the new serialized fields.
Car passenger achievement hookup
Get snowmobile vehicle light scripts automatically
Render AO on dynamic objects, don't render it on monitors
Refactor aoproxy code, add stub for cylinder aoproxy shape
Aoproxy_splat objects
Scene backup.
Hapis specific (for now) terrain config file for some bespoke parameter tweaks.
Add a new particle effect to premade sprays
Removed warning when spawning workcart on track that's generated at runtime
Fixed train track splines not always updating their data when changing them in editor
Fixed incorrect spray particle fx
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Added ignore fall damage volume
Landmark hammer material
Updated FGD
Decreased fog in Avatar editor