160,881 Commits over 4,566 Days - 1.47cph!
Add IFlattenKeepsDescendants to PropSway, HideIfAiming and MeshTerrainRoot
Fix stock on the world model sometimes being in the wrong state
Right stick can now activate the cursor
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Changed back to having the light shadow strength control the kernel scale
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scrap king - interior texture tweaks, roof and floor blocks update wip
Remove unused field which can't be serialised
Merge from render_pipeline_testing
Added support for BiRP's hard shadows in RRP
merge from piemenu_icons_stacked_fix
Fix attempt for pie menu icons stacked top right and emojis offset
wip support for gamepad selection of button press belt items (food, etc)
Don't use AppDomain to get assemblies, use TypeCache instead
Fixed limited store grid NRE
merge from store_gridnre_fix
Remove deprecated UNITY_64 platform checks
Testing rendering foliage cells for shadow areas vs culling per split
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Increase wool armour insert cold protection from 3% to 4%
Run full voxel based flooding of every single base to get a good source of truth of what every base's visibility should be, so we can then sus out faces of building blocks that have missing sockets & incorrect connections
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
Reduce blueprint fragment chance in barrels from 20% to 16.6%
Reduce 2 blueprint fragment chance in crate_normal_2 from 25% to 20%
Merge from new_phone_conversations
Undo change to ApartmentBuilding
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Add phone conversations for
- Weather forecast (stated forecast not always reliable by design)
- Travelling vendor time remaining/time until
- Power grid status
- Apartment rooms available
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vclouds optimizations:
- move ExecuteCommandBuffer() call to generate weather textures from LateUpdate() into rendering code callback, calling it in LateUpdate() created a thread sync point
- completely skip rendering the cirrus cloud layer as it's unused (wasted some GPU time)
- fix rounding math for compute group sizes, also add a bounds check in the main CloudMarch shader
Adjusted the wolf night time eye effect to be more of a pale white instead of green
Didn't change the other animal eyes visually but improved the LOD behaviour
- viewmodel anim updates
- controller updates (no need for sep ADS fire and dryfire with no stock mode)
- anim event timing tweaks