249,515 Commits over 3,959 Days - 2.63cph!
Cleanup ui_text and force custom point sampling if not rendering to world
Added Trace.Sweep( PhysicsBody, Transform from, Transform to )
DebugOverlay.Box( PhysicsBody )
Smoother terrain anchors in excavator scene
When terrain not cooperate, make terrain eat dirt - junkyard
Blocked one way shooting on junkyard's recycler roof, fixed floating fences at junkyard
Fixed barrels clipping at dome, improved terrain behaviour around ground objects
Military tunnels now use the train tunnels flag on their environment volumes (fixes distance light bleed)
Bumped texture res of road_a albedo
Rusty roadside vehicle LOD4 materials transition more seamless
Forgot some prefab for airfield over the weekend
Road signs now cast shadows
Properly assign playing cards on vm
Disable UI cards
Set D_BACKGROUND_IMAGE as combo value, setting as int causes assert
Clamp ui scene render viewports to display size to avoid requesting scratch render targets that wont exist
Replace a few remaining roadsigns of the old type on HapisIsland with the newer spawnable or static variants
Restrict junkpile updates even further using HasCloseConnections
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Move flame turret and auto turret budgeted update into the sync transform window
Budget Auto Turret target scan (0.5s)
Cancel TimeoutTurn invoke if game ends
Delete 95% of the CCTVRender code (RIP)
Recycle the rest for rendering special screenshots
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Do the same for ui renderer
Put ui scene system into its own source files
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Updated door test map
Visual indicators on features that are working
Added Prop Door for testing
Bind GameLoop:PhysicsThink
Add Task.NextPhysicsFrame()
Move doors manually instead of using engine move stuff
mine tunnel material fix
remnant container shadow proxy tweak
hard hunter pattern tweaks
fix ballpit error when player dies after victory
Initial proof of concept rendering 3D scenes to UI
fixed an incorrect cliff LOD terrain mask
arid double stack cliff prefabs
near final cliffs spawn settings, coverage is good, collision minimal and doesn't take too long
experimenting with stacked cliffs prefabs
friday fixes - airfield, satdish, dome
Fixed case where speech bubbles would be empty
Reorganised campaign menu header buttons on Switch
Added animated nav arrows to campaign menu
Pause menu leaderboard tweaks for Switch
Testing leaderboard now has different entry count for friends vs global
Fixed speech bubble size on Switch
Fixed speech bubbles remembering their size in past lives
Fixed non-ECS border warning
Replay UI scaling for Switch
Enable testing replays in editor while targeting Switch