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140,371 Commits over 4,383 Days - 1.33cph!

10 Days Ago
Apartment vendor conversation
10 Days Ago
ApartmentBuilding.cs implements actual logic ApartmentVendor.cs checks
10 Days Ago
Add conversation conditions for being able to rent, upgrade or checkout from your apartment rooms - filter based on enum size of room - add support in inspector for the new conditions Couple small improvements to the conversation dialog graph - show "Invert" checkbox below condition value - add left margin so the condition vs action is clearer Evaluate condition conditions inside ApartmentVendor so the functions aren't buried inside ConversationData.cs
10 Days Ago
Fixed the issue with not being able to get the near plane for cached spot light shadows
10 Days Ago
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var - breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get - Ran codegen Tests: none, trivial change
10 Days Ago
merge from playerrigupdate2
10 Days Ago
renamed new binocular texture sets to conform to the new standard
10 Days Ago
add menu option for no power to show computer cant work without, add item info for power draw
10 Days Ago
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
10 Days Ago
Fixed NRE in pants.knightarmour
10 Days Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
10 Days Ago
Fixed the variance shadow map filtering for cached shadows
10 Days Ago
merge from playerrigupdate2
10 Days Ago
Remove "todo" comment
10 Days Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
10 Days Ago
Akin pass for scarecrow outfit
10 Days Ago
Fix rotation treating navspace as worldspace in move()
10 Days Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
10 Days Ago
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10 Days Ago
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10 Days Ago
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
10 Days Ago
setup 3p/world model anims for crossbow bowless weapon
10 Days Ago
Fix workbench inventory eating scrap
10 Days Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
10 Days Ago
Merge from new_achievements_apr26
10 Days Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
10 Days Ago
merge from main
10 Days Ago
Fixed baked AO in painted trims due to new option added
10 Days Ago
merge from split_dump_command
10 Days Ago
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
10 Days Ago
Remove unused vars
10 Days Ago
Merge from main
10 Days Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
10 Days Ago
Merge from standard_shader_detail_vertex_color_tint
10 Days Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
10 Days Ago
fixed typo
10 Days Ago
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.
10 Days Ago
Fix animation jitter and uneven load animation speed
10 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
10 Days Ago
Merge from command_alloc
10 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.
10 Days Ago
Cherry pick 148120 (perf.playermodel fix)
10 Days Ago
merge from perf.playermodel_fix
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
fixed perf.playermodel scene
10 Days Ago
merge from main
10 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)
10 Days Ago
merge from main