201,593 Commits over 4,171 Days - 2.01cph!
[D11] a couple of changes to facilitate merging back to main
[D11] couple of fixes for compatibility with old codepath
New PCCheckpointUser for Whacky Races. Don't need PCWhackyRacesUser as only checkpoints are needed and they're general enough to be used in other games modes as well. I still need to test and fix up all this properly on Monday.
[D11] disable craggy island, saves package time and memory, no longer used.
[D11] respond to some changes on main
[D11] respond to some changes on main
updated the menu avatar so the reflection probe render correctly
update control point mode icon
tweak avatar rice texture/ice wip textures
King Of The Hill has nothing that needs a custom PlayerComponent
Cargo ship waves don’t play when you’re below deck
updated post process stack v2
tweak avatar face textures
adding ice skybox,fog/mat
Changed tile hover limit from 0.5s debounce to 0.25s throttled
Added bounds checking to tile hover
Catch exceptions applying player customisations so it can't break game init
Change TokenCost to double
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
merged human lods shelve
unit prefab processor now sets up all cached transforms, renderers, hair and bear assets
fixed clothing not working with LODs
fogui no longer overrides console variables on game start causing inconsistencies across different client's fog and farz.
set arena platform customs as arenacustomisation layer
Automatically exit multiplayer matches when losing connection to the server
[D11] [UI] Fixed "MaskedColorLerp" shader incorrectly culling itself, resulting in a blank/empty texture in-game.
Entity view prefab processing now uses the new prefab API correctly, retaining GUIDs when updating prefabs from their art asset sources
skin approval
removed halloween sounds
Merged with main. Added sports trophies and platforms
[D11][TUTORIAL] added local server to defines switch script
[D11] Fix for missing base call in an override method
wetsuit rad protection lowered (51 rad fix)
charitable rust jug colors + desc
phrases
network++
[D11][UI] Missing file from previous commit
[D11][UI][WIP] Crafting screen skin select carousel is implemented.
Crafting queue panel switches item separator display.
Renamed LootPanelWatercatcher method to avoid confusion with inherited method
adjust waterplanemask height to be just above water
fixed thrown items properly in cargo hold
[D11] xb1 sign in and controller disconnect/reconnect detection
potential fix for LOS issues with sam sites
fix for cargo ship parenting below hull
fix for always layout 1 on cargo ship
removed debug.logs on samsite
Modified shader Particles/Additive (Soft) fade to ignore water surface
deer stag for testing lods (elder male)
turned on avatar for human male lods fbx
[D11][Tutorial] Merge from console branch
Jumpsuit viewmodel model/prefab
Added GPU culling/lodding compute shader for instanced rendering
[D11] [UI] added waves to the fluid transfer panel, and made the right inventory panels fit properly in their holders