192,574 Commits over 4,049 Days - 1.98cph!
Decal rotation fix
Highlighting system copies some custom properties for vertex offset/wind support
Anim events, worldmodel game prefab
changed default value to make non vertex coloured objects work
arid testbox and highlighter shader work
Fixed NRE for missing building icon
[D11] [UI] updated aesthetics for the compass, voice chat icon, hint banner, HUD notifications
added thus far inert UI elements for base stats, coordinates, stance display, pinned recipe and inventory fullness indicator
Moved some player connection callbacks to base class.
[D11] [UI] Wrapped "VitalPreview" code inside #if CLIENT define, updated texture and added materials for vitals bar elements. Code adjusted to match in-game HUD requirements for proper implementation.
materials use fallback paths
Fixed game modes not starting.
textures done
materials kinda done
created confetti explosion effect icon
fixed missing material on confettigibs, fixed gib explosion blast material
Added Confetti explosion particles, gibs and prefabs
[D11] Take it back out for now
[D11] Try adding PS4 build and use proper root so we can poll
[D11] Client auto-bot stress testing, for simulating multiple remote connections from a single client. Enabled with D11_CLIENT_AUTO_BOTS, and f5/f6 at runtime.
Re-enabled impostor shadows + couple of small tweaks
Fix NRE if steam avatar couldn't be loaded
Set map rotation deterministically so it doesn't change when the server restarts
merge from building view branch
More fixes to building view and progress bar display.
Hopefully fixed a couple of instances of possible floating point rounding errors.
Repairing now also uses construction time.
[D11] Change to checkout scm so we can poll
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
Shouldn't see-through disabled buttons.
Uncommitted font apparently.
Options with fuked up aspect scaling.
More widgets.
Getting custom ally data to sync properly to clients, plus warnings cleanup.
Disabled impostor shadows for now; needs single-pass cascade fix
Fixed sqrt related warning in foliage billboard shader
Fixed impostor shadows not showing on all cascades
Optimized and restored impostor shadows for primary light
Updated Sky Dome prefab