252,749 Commits over 3,990 Days - 2.64cph!
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
- implemented god rays as mask for mie scattering fog
- fixed weird pre-multplied alpha
- refactor to share code
- render properly in reflection probe
- output texture stores scalar light energies rather than combined RGB lighting, combined later in display shader
Fixed catapult ammo models being set active every loads
Add optional widget parameter to EditorShortcuts.Register
Allows non-Widget targets that only want shortcuts if a particular widget is in focus
removed unused mat
impostor assets
billboards setup
lumberjack hoodie skin fix - assigned skin script to hoodie item in male and female prefabs
Fix test item after merge
TTT: Magneto-stick code cleanup (#2200)
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
collisions for strangler figs and sound triggers in foliage
Merge from menu_friends_list
Merge from menu_friends_list
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Random instance rotation, pack instance data into halfs, fix hash inconsistency
Leaderboard backup, run #
17333
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
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Ballista collision impact fx.
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Fix some first person spectate issues with shields when going in/out of debug camera
Sped up cata ammo fire a bit.
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
Fixed some impact gibs getting stuck in walls.
Catapult scattershot tweaks
Restored battering ram head collider pos
First person spectate now shows shields correctly, supports vm hit animations
Fixed missing LOD scripts.