107,043 Commits over 3,836 Days - 1.16cph!
[D11][AUDIO] Final round of audio asset fixes and optimisations.
Further optimized gerstner GPU wave sampling
Added optimized CPU sampler based on new implementation
Added gerstner wave fade out to shore
Added deep sea gerstner wave crest foam
Update water system prefab w/ pre-generated wave data
Fixed potential worldpos interpolator recision issue in water shaders
Tweaked ocean material
compile fix
skin approval
[D11] Add Packages directory to CreateClone
[D11] [UI] Adjusted Code of Conduct screen to now read from a text file. It will pull the date from the string within the file that has the relevant tag and add all other text to the content. Should allow us to easily change the information without requiring the editor to be opened.
Optimized IO entity network update using a fast path packet for only the entity flags (SendNetworkUpdate_Flags)
updated wire anims & animator
Removed duplicate call to GetPassthroughAmount in IOEntity.UpdateFromInput (tiny optimization)
[D11] [UI] Added comments in credits text file for instructions on available tags. Updated code to ignore comments and slightly adjusted how to check for tags.
[D11] [UI] Adjusted Credits scroll to now be a consistent speed regardless of length.
[D11] [UI] Checkin for Staff Credits screen and required assets. Hooked up to Frontend.
Optimized IOEntity.UpdateFromInput
Rewrote and optimized gerstner wave simulation
Properly integrated into ocean displacement and normals
derp, camera enabled on ingameUI
[D11] [UI] changed the 'workbench require' text to textmeshpro which should solve a layout issue in the crafting screen
[D11][UI] Clear navigation bar when closing the crafting menu
Removed unused method from BaseEntity (accidentally added in 29904)
Particle effects that are spawned via the effect library switch their simulation space according to their parent
[D11][UI] Top bar carousel and navigation changed to prefab and set up in scene to prefab
Navigation bar improvements
Code of conduct compile fix
[D11] [UI] Linked up Code of Conduct page to frontend. Made adjustments in PagedUI system to automatically close previous pages when pushing non-carousel pages to screen stack.
[D11] Fix for not being able to jump after dying
[D11] Graphics settings added to Options Menu & Fix for dpad to work on the Death Screen (and to not open Crafting/Inventory whilst dead either)
[D11] [UI] Updated death marker map interface. Updated mask textures to use alpha instead of black for transparency. Updated MaskedColorLerp shader to correctly use alpha values rather than black and white when masking alpha out on materials. Updated Respawn/Death screen visuals to reflect shader change. Added Code of Conduct screen and assets to project. Added Generic Animation controller for simple menu animations.
[D11] [UI] tweaks to craft screen visuals
replaced the 'new craftable' icon with the new one