147,768 Commits over 4,444 Days - 1.39cph!
Added shelf
14935
- Reduce maxOverhangMetres to 0.5f
- Exclude hidden item definitions
- Only include deploy volumes that affect constructions
- Include DeployVolumeEntityBounds
- Do not include DeployVolumeEntityBoundsReverse
- Account for sockets
Add support for EntityRefs to be sent via RPC.
ID is extracted and sent on sending side
ID is received and put into a new entity ref on the other side
Add storage adaptor sorting to vending machines, fridges, wall cabinet
They previously didn't support it since they aren't regular storage containers
client-only guard AtmosphereVolumeDrawPass
on-deploy default data fix
gas station maintainable car lift mockup
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minimal rock sculpture prefab setup
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others.
Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists
New system specifically looks for cimputer mounted players - giving a much more reliable solution
wip glowing graffiti concrete tile setup. updated skins list, localization
Basement corridor LODs and prefabs
merge from drone_keyboardlayout_fix
merge from workshop_inputs_fix
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Adding a couple more graffiti decals
merge from quarry_speed_fix
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Fix broken materials on the mining quarry top engine with LOD1
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Fixed workshop file dialog still using the old input system
Fixed shadow caching server compile errors
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Update(tests): add support to generate test positions in deep sea bounds
- updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes
- documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels
Tests: ran updated unit test
Merge from shadow_map_caching
Fixed drone controls not being keyboard layout aware
Add volume component for motion blur (2)
Add volume component for motion blur
Tier is driven by the highest key card required
Popup styling update
skinnable and obj mesh for workshop
updated small backpack mesh
Updated all the volumes profiles for RRP that required auto exposure
Add support for real windows notifications
axisFromEdge lookup instead of computing it from the stride
Fix motion vectors from skinned meshes
WIP.
Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
Added support for SRP's camera history API and added auto exposure to RRP
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
Merge: from servercacheplayerinfo_optim
- Optim: reduce the amount of state we recache every frame
- Bugfix: fix some state being out of date by half-a-frame
Tests: unit tests + playing on craggy