127,977 Commits over 4,109 Days - 1.30cph!
[D11] [UI] Notices for picking up/dropping items no longer uses animators and should be better set up layout-wise to prevent performance issues. NPC shops should now show their correct names.
[D11] [Console] Fix to UI for accidently spelling "xums"
Player name tag optimization
Chat box optimization
Pistol tweaks.
M92 doesn't have the crude powder effect.
Fixed the M39 attack_ADS animation not calling a shell ejection event.
[D11][#716] Fixed issue where jackhammer could be used while broken
[D11] Merge from main
33376
[D11][Tutorial] Fix for can_beans.prefab PickupEffect referencing a server prefab
[D11] Cherry pick from main
33934
Another Oilrig fix for SetDestination error
Nailgun world model material fix.
Test scene backup.
Thompson doesn't eject twice per shot.
[D11][UI] Server wipe hud alert and server method for telling clients
Merge with main d11 branch
[D11] Removing animators and layout elements from the UI dropped/pickup popup prefabs
L96 sound doesn't emit a bolt rifle sound when muzzle braked.
Proper semi rifle ejection timing.
small tidy up to client.profiling output
Fix for texture mip streaming
Added SlicedGranularAudioClip.OnValidate
[D11] Cherry pick from main
33853 - minor optimisation to LightEx Awake to prevent GetComponent call
Added some extra rock prefabs
Disabled texture streaming on particles
Instance more props
Moved instanced mesh resource into a bundle
Use fixed screen height LOD distances
Moved nested prefab collection into prefab preprocessor
Remaining m249.
Scene backup.
Separated dynamic & static instance lists and fixed up texture mip streaming
[D11][TUTORIAL] define fix
Proper m249 cartridge & belt link ejection.
[D11] Fixed wind turbine admin menu location
[d11][particles] Fiddler Information on active particles/renderers/lods/culls
Fixed projectiles being rejected by antihack when shot through oilrig stairs
[D11] DTLS ping-pong request/heartbeat. Server-side disconnection handling.
Semi auto rifle vfx & attachment point improvs.
Added gradient ramp tinting to shader, uses R channel of packed spec map to source a second albedo