141,644 Commits over 4,383 Days - 1.35cph!

Yesterday
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
Yesterday
setup 3p/world model anims for crossbow bowless weapon
Yesterday
Fix workbench inventory eating scrap
Yesterday
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Yesterday
Merge from new_achievements_apr26
Yesterday
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
Yesterday
merge from main
Yesterday
Fixed baked AO in painted trims due to new option added
Yesterday
merge from split_dump_command
Yesterday
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Yesterday
Remove unused vars
Yesterday
Merge from main
Yesterday
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
Yesterday
Merge from standard_shader_detail_vertex_color_tint
Yesterday
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
Yesterday
fixed typo
Yesterday
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
Yesterday
Fix animation jitter and uneven load animation speed
2 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
2 Days Ago
Merge from command_alloc
2 Days Ago
Tidy up workbench vital upgrade icon display. Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
2 Days Ago
Cherry pick 148120 (perf.playermodel fix)
2 Days Ago
merge from perf.playermodel_fix
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
fixed perf.playermodel scene
2 Days Ago
merge from main
2 Days Ago
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
2 Days Ago
merge from main
2 Days Ago
Merge from standard_shader_detail_vertex_color_tint
2 Days Ago
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
2 Days Ago
Skinning pass for small backpack
2 Days Ago
Merge from main
2 Days Ago
Fixing skinning for bowless crossbow world model
2 Days Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
2 Days Ago
merge from wakeaiz_optim
2 Days Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
2 Days Ago
Add can't afford overlay panel to prototype button, toggle as needed.
2 Days Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
2 Days Ago
merge from main
2 Days Ago
Industrial Storage - blockouts and initial prefab configuration
2 Days Ago
Hook up prototype failed overlay
2 Days Ago
corrected empty grid logic
2 Days Ago
Restore water wheel reference to its sounds to fix NRE spam
2 Days Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
2 Days Ago
Still show icons as locked, even with prototype installed.
2 Days Ago
Skinning pass for diving suit and diving tank
2 Days Ago
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
2 Days Ago
Merge from main