126,703 Commits over 4,109 Days - 1.28cph!
[d11][Audio] removed cave reverbs in preparation for adding new reverb system
[D11] Added buttons for adjusting the camera inertia, auto reloading and showing the inventory on the crafting panel
[D11] [UI] Fixed remaining sprites on In-game Options Stats page.
[D11] Server pre-connection UI flow and password request handling.
Fixed RFManager not cleaning up null in listener list if it's at index 0
Fixed RFManager not cleaning up null in broadcaster list
Added warning when null is found in RFManager
[D11] [UI] Fixed some of the missing sprite icons on the stats screen.
Use FP's max cull distance (fixes buildings)
[D11] [UI] Updated menu animation offset system to support better scriptable objects and should now be easier to use. Converted radial menu animators to tweening system. Fixed missing sprites in stats screen prefab (needs updating in actual pages that use this prefab but not as a nested prefab). Removed unused animation state machines/animations.
Use empty LOD's culling distance if available
[D11] Hooked up noclip controls to new analog controls - fixes bug with 0% deadzone
[D11] [UI] added the proper backing for the sliders in the create server screens, and readded a sprite sheet for the building menu
[D11] Added secondary action: eat to collectable entity
Build methods for Mac / Metal
[D11] [UI] moved all the hints into the translation file, which should also fix the buttons appearing as "unset"
[D11] Auto-reload for chainsaw and flamethrower - also prevent use when in driver seat of vehicle
removed execute always + added notes
Added light occludee component
Fixed NRE in articulated occludee on culling.toggle
Fixed ragdoll frustum culling frame delay
crafted pager fix
HBHF includes authorized players by default once again
culling.noDataVisible now false by default (still unsaved)
[D11][Tutorial] Fix for objectives animation triggering twice due to out of sequence update calls
[D11][Tutorial] Objectives now appear in the crafting page
Added culling.noDataVisible toggle for visibility perf testing (unsaved for now)
[D11][UI] Fixed issue related to metalshopfront lootpanel
[D11] UI Repair panel Changes
[D11] More tweaks to the aiming/camera movement, and max camera sensitivity has been increased
[D11] [Tutorial] Map Updates, improved lighthouse dock, Cave collision fix
[D11] [UI] small art pass on the pause menu and making the button sizes and text/icon positions consistent across screens, removed more gradients
[D11] [UI] Adjusted pop animation curves.
[D11] [UI] Changed menu animation system and handler to use lean tweens rather than the Unity Animator/State Machine system. Added some basic animation objects to project for reuse across any future menus. Preparing to replace radial menu animations with tweens rather than the current animator.
Fixed item files and skin bundles getting copied to the wrong folder
Added ShaderList asset (Assets/Content/Shaders/Shaders.asset assigned to shared/content.bundle)
Moved all shaders from GraphicsSettings.AlwaysIncludedShaders to our custom ShaderList asset (to prevent including duplicates in every executable)
AmbientLightLOD now toggles volumetric light beams in sync w/ light component
Fixed impostor renderer frustum culling frame delay
Fixed potential player and npc frustum culling frame delay
Added missing meta (vcol_test)
Added content/textures and content/props to streamed pool (~1GB)
Removed EnableStdOutput from client build since I'm not sure it fulfills a purpose