124,639 Commits over 4,171 Days - 1.25cph!
remove an unnecessary shader var set
Fix for slow array copy in OcclusionCulling.BufferSet.GetResults
[D11] Don't compress map if there is nothing to compress
[D11][UI] Fix for textmeshpro decimals
[D11]Item icon now uses set text. Skip Set canvasgroup alpha on branding text
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Force triggers do not apply to corpses (fucks them up)
Fixed camera controls not getting initialized
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OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
Pulled terrain fetch improvements from main
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
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[D11] nope. revert previous commit.
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
[D11] rebuild manifest with the non speedtree assets updated
[D11] [Audio] Ambience optimisations
[D11] [UI] Fixed PS4 Quick Chat on PS4 opening with back button rather than touch-pad in controller config A.