134,099 Commits over 4,444 Days - 1.26cph!
[D11] targeting computer model scale fix
Fix ArgumentOutOfRangeException in TMP_InputField.Backspace
Ignore some exceptions that are out of our hands
[D11] Structures/Rocket_factory_building LODs
[D11] Latest prefab pool shrinker (now realtime, as prefabs are pushed back to the pool), latest entity cache changes (small optimisation), latest prefab stats (optional on +world.prefabstats 1 commandline) also makes clientside entity caching optional with world.networkcache 0 commandline)
The prefab shrinker will now be creating garbage... I have not yet profiled this on console.
[D11] [UI] Fixed player performing the attack animation with a held entity if that entity is broken.
Merge from main/hdrp/merge-fix
[D11] Updated assets with old RendererLOD scripts to LOD Group component
[D11] Added _DetailAlbedoMap_ST property to vertex material shader
Fixed GameObjectRef instantiation
Rebuilt ShopMarkerCluster to fix new scaling issues
Cherry picking
41761 (inventory.copyto for devs / admins)
[D11] Assets\Prefabs\Deployable LODs (not including skinned mesh assets)
[D11] Stop resetting the previously selected button when opening Main Menu
Ice lake LOD's upto LOD3 with vertex colours on final LOD
merge from /water_transfer
Added a revert changes to jenkins before we do a checkout to clear out any pending changes (checking out while files are changed won't update existing files)
Reworked hit IK processes - instead of calculating an up, just lerp between two transforms (eg. left0, left0hit, etc)
Clear loot timers if needed when closing inventory
Vehicle editing UI and vehicle lift changes, WIP
Fixed console system code generator
Can now spawn chassis with appropriate resources
Refactored IK controls into a new component (removes a lot of unneeded fields on held instruments)
When equipping an instrument, reset all bone scales above spine2 to 1
Fixed deploy mesh disabled on Bass guitar
Switched to LODGroups on: Tuba, Bass, Jerry Can Guitar, Cowbell, Tambourine and Trumpet
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
Fixed drumkit player animator override missing some animations and defaulting to trumpet poses
Increased bone influences to 4 per vertex in all quality modes but potato
Fixed graphics quality slider range
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
[D11] Fix for disabled objects entering the prefab pool and never becoming enabled again
[D11] fix for both cameras being enabled.