198,729 Commits over 4,140 Days - 2.00cph!
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
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Eliminated GC from TOD image effects
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moved to left side (forgot about the killfeed)
wip placeholder objective UI setup
Updated impostors to latest
[D11] Fixed missing D11_CONSOLE_PORT defines
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] UI Controller support and additional support files
Random race checkpoint generation
Checkpoint ordering stuff for predefined checkpoints. Will support random checkpoints as well.
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
eliminated GC allocs from nametags
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
update temple map lighting
adding layer to separate lighting element
tweak space environemnt model to avoid UV distortion
tweak post process
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Completely removing overspawns ????
Fixed Definition.GameReady array not being properly populated (checking IsValidAndGameReady during warmup)
Fixed building inspector tabs not working properly (occasional index out of range, empty tab content) when selecting a crafting station before selecting other buildings. Inpsector now displays first valid tab for the building type
Fixed some missing fields in the need inspector
Fixed needs that are not valid for use being triggered
Definition.GameReady checks virtual IsValidAndGameReady method
Fixed NRE when weapon switching.