127,053 Commits over 4,109 Days - 1.29cph!
[D11] Fix for radtown slod root
Fixed a few issues with deferred decal class. Needed to add update method for when they get parented.
Fixed NRE in WindZoneExManager when a main camera does not exist
[D11] Fix null ref when quitting win64 build
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[D11] [#373] The gun's magazine waits for a new clip from server before allowing a next reload.
[D11] Fix to bug 4133 - No light being emitted from Underground lights.
[D11] Bug 4125 - Jacket Colour Changed to Grey
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merge from animalartupdate
Just wrapped around some third party stuff as a stopgap.
[D11] Ignore the worldsetup bundle on the client.
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[D11] - Tweaked company logo placement / Desert colour grading / toned down the chromatic abberation effect
[D11] Remove ratings from BETA manifest
[D11] Master build compile fix
[D11] Serialised -> public
[D11] Fix to bug 4124 - Snow Biome Rocks were not snow capped.
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
Fixed sprinklers not applying saturation if they were on while a server restarted
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
Fixed foliage lighting in forward mode
Fixed rock shading in forward mode
[D11] Fixing the compilation error in server builds.
Optimized NVG effect (now single pass)
[D11] Procedural water prototype II - two meshes via a mesh render.
fixed NVG working through CCTV Cameras
fixed NVG on sound playing when changing clothing
new scope/goggle overlays
Stop objects popping in when you wake up due to occlusion (probably won't fix all the streaming issues)
Fix for missing translucent materials on instanced objects
recipe caching, lookup/search optimisation.
[D11] + Fix to LOD3 vertex material on BBQ
Standardised all building walls and floors thickness through a shared set of colliders on the 'usable' layer. Tier specific colliders are set to shootable, etc.
This should solve objects destroying on walls on upgrade and others
[D11] Fix scheduled events