127,317 Commits over 4,109 Days - 1.29cph!
Engine audio inspector params
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[D11] merge from d11 main
Latest terrain generation changes: Forests not random perlin anymore (desposits/flow based)
Arid cliffs draw distances aligned with temperate prefabs
Adjustments to forest populations, still wip until complete 4k support for splats/topos
Save/load favourited items between sessions
Include IO entity name in controller info response
[D11] [UI] Cleanup UIControllerIcons lines.
[D11] [UI] WIP Textures loading on incorrect platform fix.
Reworked favourite button behaviour.
Subtracting caching, trying something different
Blueprint lists refresh immediately when toggling favourites.
Merge from main d11 branch
Reverted hdrp high back to deferred only
[D11] strip DEBUG_DISPLAY to remove a lot of variants
Sort favourited items to the start of each crafting category too (by craftable/un-craftable group)
Show favourited highlight on blueprints in crafting screen too.
Tweak favourite highlight marker.
[D11] another shader compile fix
Fixed shadow state in light LOD processing (fixes missing shadow casting on torch)
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Disable burst compiler on jenkins linux builds
Nicer favourited item highlight. Bit of refactoring.
[D11] Fix for powerlines having lights
[D11] First pass of Launch Site asset removal
Added ui.showinventoryplayer convar and a toggle to interface options, to allow players who need/prefer the extra FPS to disable the inventory screen player model.
Fix for mismatched profiler marker
Update Unity version to 2019.2.3f1
[D11] [UI] Reset transform of hemp skins 0 and 1.
[D11][DTLS] Log warning on Windows server that no more connections can be made. Big pass through logging to make more stuff verbose.
Various optimisations to instancing stuff, mainly reducing overheads of setting up shader variables by instantiating compute shaders and using SetConstantBuffer instead of individual variables
added piano icon to piano prefab
[D11][OPTIMIZATION] Minor network stuff + test code to check "cast" vs byte parsing for position messages. Its failed, but i'll keep it there for reference
Added fps limit slider to screen settings UI.
Made TweakUISlider also now work with delayed apply changes.
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- Modular car engines now turn on/off, with startup time (client synced)
- Fuel is now actually needed. Adding 100 low grade by default in editor for easy testing
- Added engine waterlogging
- Removed handbrake, it sucked
Allow faster vehicles to have better brakes (automatic multiplier)
When moving backwards and accelerating, actually accelerate instead of brake
Improved speed-based steer angle reduction. Better max speed calculation.
Fake a lower centre of mass, less anti-roll needed, better handling
Even more driving physics tweaks