198,843 Commits over 4,140 Days - 2.00cph!
Electric Table Lamp - WIP Texture update, changes to volumetric & light setup
Merge from trimmed_asset_warmup/scene_warmup
Fix connect modal showing duplicate tags
Fix NRE when receving a chat
Refreshing the modded category refreshes the community category as it should (modded is just a run off from the others)
Show loading screen when returning to the main menu
Pause LoadBalancer when unloading the world
Merge from improvised_planks and very basic initial setup
Fix NRE in UIPlayerPreviewControls.ApplyRotation on disconnect
Probably fix NRE in PlayerModel on disconnect
Fixed broken server browser categories
Removed logs that were causing some performance issues when a server was added to the list
Hid quick join for now
Fixing up floating walkway transforms in level
Bugfix: BaseRaidBench - local player now spawns on the spawn marker
Looks in the wrong direction - will fix next
Tests: ran the scene
Update: BaseRaidBench - add a run that spawns base and players in it under attack
- Removed baseRaid5 and baseRaid25
Local player spawns/teleports to the wrong position - will fix next.
Tests: ran the scene locally
reduce initial capacity of the projectile stable index cache
Fix BBS bone name conflict with ladders
Update Naval Improvised Planks Textures and Materials
Added Naval Improvised Planks Model and LODS
Re-add party invite modal
Base for Quickjoin system
Reimplemented Discord/Friends changes from the latest update (still missing a few minor things)
UIChat supports canvas disable rather than set active
Better store hero error handling
Better store hero retry
Fixed bootstrap
Add command to list reported players with count of how many reports, server only
Fixed limited tab scrollbar
Added on hover shadow anim
Removed saved true on store and inv convars
Add newly generated projects to the solution build configuration, otherwise the solution won't build.
TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
Cannons can now be placed after boat construction
Modular boats steering wheel tier 2 4k textures for media caps
Update: DemoBuildingsViewer - always visualize spawn markers
Simplifies scene setup
Tests: used in editor
Bugfix: SpawnMarker.SpawnType are now proper bitflags
Tests: none, trivial change
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Clean: move Building to Benchmark namespace
Tests: compiles in editor
Update: DemoBuildingsViewer - export spawn markers
Tests: ran the export with couple markers
Updated limited tab styling
removed BatchedWaterRays option and disabled codepath
Added LOD3 textures for floating walkways
New: editor-only SpawnMarker for DemoBuildingsViewer
- automatically links up to nearest building, but can override
Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups
Tests: loaded staging demo and checked how gizmos draw
Update: extra scopes for Projectile perf tests
Tests: ran the perf tests
corrected profile region name
Merge from trimmed_asset_warmup/scene_warmup
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Enable burying on seasonal weapons
Enable burying for attachments (splitting this so its easier to subtract if needed)
Enable burying on a set of weapons