138,086 Commits over 4,324 Days - 1.33cph!

Merge from main
merge from PlayerRigUpdate2
Cap mask updates, material tweaks
Added debug hair materials
Yesterday
Fixed the test window not showing live results on some tests, unified the parameter normalization
Yesterday
crypt building skin works with upgrade_radius and related commands
Yesterday
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
Yesterday
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Yesterday
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
Yesterday
merge from main
Yesterday
Merge from indirect_instancing_canvas_rendering_issue
Yesterday
Merge from main
Yesterday
Removed another BroadcastRefresh call that wasn't needed
Yesterday
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Yesterday
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Yesterday
Added a broadcast refresh when the PhotoFrame paintable source is updated which fixes issues with some surfaces not updating correctly and reduced the number of broadcast refreshes that are needed for paintable sources
Yesterday
Merge from main
Yesterday
matrix display - enabled emission fresnel to reduce visual screen noise
Yesterday
meds box - removed duplicate renderlod
Yesterday
sulfur box - removed lod4, adjusted lod values, meshlod for matrix tools box - adjusted lod values
Yesterday
ore box - adjusted lod values scrap box - adjusted lod values stone box - adjusted lod values, moved prefab location
Yesterday
meds box - render lod, adjusted lod values metal box - adjusted lod values
Yesterday
food box - lod values adjusted guns box - lod values adjusted
Yesterday
comps box - adjusted lod values explosive box - adjusted lod values
Yesterday
armour box - adjusted lod values, removed duplicate lod charcoal box - adjusted lod values
Yesterday
wood box - updated lod values, removed lod4 ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
Yesterday
Merge from foliage_instancing_shader_feature
Yesterday
Merge from main
Yesterday
Add alternate slanted grid topology option Fix culling radius calculation Fix LOD scaling cell positions for culling
Yesterday
Merge from fix_guid_null_primitive
Yesterday
Merge from fix_paste_mountable
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
don't need this anymore
Yesterday
Include any SkeletonProperties referenced models as well
Yesterday
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair Added some wip parameters to hair dye properties
Yesterday
Fixed BBQ gibs not being skinned
Yesterday
merge from naval_update/io_boats
Yesterday
merge from workshop_unload_fix
Yesterday
Updated perf text to show the skins waiting to unload count
Yesterday
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Yesterday
Scan the project for animations we need on the server every build
Yesterday
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
Yesterday
Foundation corner conditional model checks
Yesterday
Foundation corner sockets
Yesterday
Added CornerSocket
Yesterday
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
Yesterday
Support for alpha in cap base colour, gives some more control for lighter skin tones
Yesterday
Switch cap base color to be non-HDR in hairdyecollection
Yesterday
Don't do gamma correction on capbasecolor in hair dye collection
Yesterday
Initial hair work, set up for average skin set collection so not available by default (part 2)