199,490 Commits over 4,140 Days - 2.01cph!
[D11] Fix for not getting into 4k maps, made the storage for the maps use persistantDataPath instead of streamingDataFolder, tested on PS4, Editor and Xbox
When you thought your last fix was the last fix.
More fixes.
Removed the buzz from non-fluorescent ship lights because it's driving me nuts.
Fixed LightGroupAtTime disabling volumetric beams directly, to only adjust alpha
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LOD, renderer, collider and foliage grids extent beyond terrain size to support offshore stuff
Added monument offshore placement logic (used by oil rigs)
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Fix HL2 barnacle puttiing players into an invalid state if they are being eaten and the barancle gets removed
Added invert culling toggle to culling volume
Removed light housings from heavy scientist helmet
Cargoship light bleeding issues.
Temp hack for non-procedurally-instanced billboard scale/rotation
Added bake imposters option to asset fiddler
Fixed Oak E imposter (it was referencing itself)
Entity.GetBrushPlane no longer returns garbage for non brush models
[D11][UI] Adjustments to Research table UI, and fade removed from inventory sort icon.
[D11] Adjustments to look-at-detection - stretch capsule downwards rather than equally from middle
Added error for imposters trying to reference themselves
Fix for tree pools with new lodgroup changes.
Made D11DynamicInstancing prefab info static.
Made PrefabPoolCollection.SetGroup assign the correct prefabID instead of relying on the Poolable component being preprocessed before the component that assigns the group.
Special case for studio models in Entity.GetModelContents
[D11][UI] Added RPC to sort items in an item container. Enabled right click to sort player main inventory
Fixed various UI panels using GameObject instead of GameObjectRef
Imposter server compile fix
Fixed invisible light occludees when not bound to a culling volume
[D11] [UI] Added static method for closing any active radial menus.
Add D11DynamicInstancing component to camera
Proper fix for impostor probe lighting (all platforms)
[D11] [UI] Interaction menus when hovering over objects in the world now correctly get hidden/disabled (previously didn't work for dropped world-entity objects).
[D11] [UI] adjusted the map UI to match the updated mockup
Moving around some load/save stuff
Disabled texture streaming debug text
Merge with d11_console_version