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121,482 Commits over 4,048 Days - 1.25cph!

7 Years Ago
[D11] Change to checkout scm so we can poll
7 Years Ago
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
7 Years Ago
Disabled impostor shadows for now; needs single-pass cascade fix
7 Years Ago
Fixed sqrt related warning in foliage billboard shader Fixed impostor shadows not showing on all cascades
7 Years Ago
Optimized and restored impostor shadows for primary light Updated Sky Dome prefab
7 Years Ago
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7 Years Ago
Moved impostor rendering to command buffers
7 Years Ago
Cherry picking 28490
7 Years Ago
Disabled impostor shadows; fix for fps issues when near gunfire, campfire, torch, etc
7 Years Ago
Added LightLOD to all shadow casting lights in radtown_small_3 Scene2prefab radtown_small_3
7 Years Ago
Added LightLOD to all shadow casting lights in bunker_rooms_dressing Scene2prefab bunker_rooms_dressing
7 Years Ago
Added LightLOD to all shadow casting lights in airfield Scene2prefab airfield
7 Years Ago
Added LightLOD to all shadow casting lights in water_treatment_plant Scene2prefab water_treatment_plant
7 Years Ago
Added LightLOD to all shadow casting lights in launch_site Scene2prefab launch_site
7 Years Ago
Added LightLOD to all shadow casting lights in trainyard Scene2prefab trainyard
7 Years Ago
Added LightLOD to all shadow casting lights in powerplant Scene2prefab powerplant
7 Years Ago
Scene2prefab military tunnels
7 Years Ago
Added LightLOD to all shadow casting lights in military tunnels
7 Years Ago
Cherry picking 28470
7 Years Ago
Updated anims & controller, added shake effect
7 Years Ago
Cherry picking 28477
7 Years Ago
Fixed uneven camera movement due to Unity's rigidbody interpolation
7 Years Ago
Disabled shadows on military tunnel clone vat point lights
7 Years Ago
[D11] Try the official version in unity hub
7 Years Ago
[D11] Now handles custom prebuilt versions of unity
7 Years Ago
[D11] Removed hardcoded IP address
7 Years Ago
[D11] Start to add back anything we care about
7 Years Ago
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
7 Years Ago
Fixed impostor sometimes sticking around after tree is killed
7 Years Ago
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug) change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
7 Years Ago
Disabled graphics jobs on staging for side by side comparison with release
7 Years Ago
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
7 Years Ago
merge from main
7 Years Ago
Minor ai balance tweak for Military Tunnel.
7 Years Ago
Fixed missing billboard on oak_e
7 Years Ago
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
7 Years Ago
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
7 Years Ago
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
7 Years Ago
merge from main
7 Years Ago
Small AI tweaks at Military Tunnels.
7 Years Ago
Fixed blueprint icon sometimes being incorrect in loot UI
7 Years Ago
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7 Years Ago
[D11] Make D11Jenkinsfile use correct branch
7 Years Ago
ai.move is false by default in the editor
7 Years Ago
HostileNote fixes
7 Years Ago
Skin bundle update
7 Years Ago
[D11] Simplify for debugging
7 Years Ago
merge from main
7 Years Ago
Network++
7 Years Ago
Nuked GC allocs in PostEffectsBase and ImageEffectComposite