252,533 Commits over 3,990 Days - 2.64cph!
[D11] Fix for Z fighting at Satellite Dish
Tentative fix for double-animated vehicle mount sitting
Camera shake commands [amplitude, frequency, duration]
Better lods, remove art from server
Fluid splitter model hookup + icon +gibs
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Fix presets, which had lost their item assignments
Sprinkler model hookup + gibs + icon
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Set debug camera fov/zoom length to value (debugcamera_fov <value>)
Show a better error when attempting to play the same demo that is already playing
Setting emission colour to 1,1,1 instead of 0,0,0 so that the shader gets compiled with _EMISSION keyword, even though we want it non-emissive initially
Fix camera lerp bounce issue at lower values. Convar to enable/disable camera lerp 'locomotion'
Added audio for lights toggle
Add env.cloudrotation convar
Allow lights use with engine off
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Finished off the rest of the benchmark setup
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Merge from cinematic_tools
A benchmark for FoliageGrid
Reworked fertilizer consumption and some optimisation.
DisableClipping now returns the previous state of Clipping
Applied the above DFrame's Shadow, DNumberScratch's popup, Drag'n'drop rendering and Derma_DrawBackgroundBlur
All consolidated into one BRG, bug fixes etc.
[D11] 3D asset optimisations
buildcubemaps no longer crashes the game in main menu
Can copy/paste images into edit
[D11] Restart and return to frontend at end of demo [TEMP]
misc tweaks
Fixed weird camera behaviour at non-FullHD
More UI tweaking
Merge remote-tracking branch 'origin/master' into multiplayer
Added a couple test replays
Making sure replay validation works offline
Merge remote-tracking branch 'origin/master'
Merge branch 'master' into multiplayer
Added RectStyle ScriptableAsset
RectStyle previews
Fixed live style editing
Added animated co-op main menu UI
Don't include number of reports on ban shit on twitter
Added Fluid Splitter model and materials + gibs
Find in global class if previous isn't . or :
enum styles
Monuments HDRP upgrade (power sub stations)