121,597 Commits over 4,048 Days - 1.25cph!
Merge from /hdrp/world_art_revamp
Fixed ESP names wrapping
Tab toggles MovieMaker UI
Fixed MovieMaker UI drawing above Main Menu
[D11] Potential fix for win64 client bug
Fixed moviemaker not being able to find prefab
Use moviemaker camera for debugcamera
[D11][OPTIMIZE] Client climate update threaded. Checked on ps4/editor and seems to work without error. D11_OPTIMIZE_CLIMATE to enable/disabe
[D11][UI] Removed unneeded canvas render from inventory screen. Added optimisations to imageSwitcher
Terrain splats atlases updated
biome tinting wip
fix to grass splat to allow desaturated version in snow biome
Fixed trigger issue on engine exhaust.
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Fixed control panel in excavator arm being disabled on powered-on
Fixed particle+volumetric sorting glitches.
Engine exhaust vfx.
S2P Excavator.
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Fixed assigning sleeping bag to friend not reliably showing encountered players
[D11] Removed override for the Options prefab background
Terrain splats atlases updated
Temperate biome tinting
Removed tiling patterns on splats, readying splats color balance for biome tinting
Ported all foliage billboard material properties from main
Reset foliage billboard shader inspector
Fixed foliage instance random seed
Fixed foliage tint compilation
Tweaked blend factor settings for all splat layers
Coastal cliff material fixes
Fixed terrain cliff blending fading to cliff material instead of "puddle"
Nuked base-only potato terrain shader path
Medium rock formations progress
Added actual names instead of numbers for layers on terrain material
Added fallback layer to terrain material; named Puddle for now (test for Damian)
Optimized some shader property names to IDs on terrain texturing
Reapplied
37684 with proper prefabs updated (and scenes)
Added post-sampling terrain splat control renormalization (fix for dark edges)
Simplified terrain fetch code to skip base map; now only fetches splats that are actually used
Reduced terrain splat blending complexity; now only top down instead of bidirectional
Added relevant terrain fetch opts and changes from main
Changed terrain normal array to srgb for slight compression quality gain; re-generated arrays
Fixed terrain sampler issue with layer metallic and blending
Fixed minor oversight occasionally causing hard edges in terrain blending
Switched to excavator lights toggling via LightGroupAtTime's intensity override instead of GO activation
Updated excavator_1 and Excavator Lighting Static prefabs
Modified LightGroupAtTime to update all elements on same pass when intensity override is modified
Modified AmbientLightLOD to allow instantaneous intensity updates and custom fade durations for specific instances
Fixed AmbientLightLOD case not reaching intensity target
Finished converting scenesettings