243,177 Commits over 3,898 Days - 2.60cph!
subtracting
95523 - compile issue
Attempt at a proper fix for the audio problems. Reverted previous temp fix.
merge from waves_of_change_hotfix1 - Fridays hotfix round
Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes
Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR
Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently
Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down
merge from HarborAudioFix
Quick fix for audio bug, disabling crane and bridge sound using Ian's method
picking craggyisland sound issue repo
craggyisland sound issue repo
Scale dmg with stack count
small ui tweak
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Posters updated with Jens art
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Moved things around in the right folders and deleted old prefabs
IdentifierConfig UI screen converted to use IOConfig base class
player update. pump action shotgun anim set exported/setup. root keys removed from w shotgun attack, deploy and reload anims
cans open and closed variants
fixed broken mannequin materials
Break npcs
OnHit function
Test OnHit Item
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Optimisations and simplifications of LODing code
Add Application.IsFocused, returns if the main game window is in focus
Refactored IO config UI screens to let them use the same base class and base prefab
Updated texts for consistency, fixed typos
Now supports numpad enter key to confirm
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OnJump function + test item
max width tool tip
football updates and art showcase scene
S2P harbor_1 and harbor_2
Enabled IsDynamic on crane rope ladder prefab (so it persists through entity save / load)
S2P harbor_1 and harbor_2
Merge from main (needs S2P, see next commit)
added pipe painted material variant
merge from Military Flamethrower_2024
added handles to counter doors and added variants
OnShoot function to items
added rug additional skin
fridge texture brightness fix