129,521 Commits over 4,140 Days - 1.30cph!
merged from UnpackagePipleline
[Rad] + fbx finder tool and asset scene hoilding
Show full timer icon whilst an item is queued, timers now progress from full to empty.
[D11] Adds flush for delayed ents
HDRP upgrade added a monobehaviour to 1600 materials. I tried reverting but it keeps adding them back - so I'm assuming it's for a reason and committing the changes.
Early out if light is null in LightLoop.cs (this could point to a bigger problem though)
[D11] [UI] Removed dashed line backings from pinned recipe and base stats panels. Adjusted Plant Look At Info.
Fixed fog using deprecated volume component
[D11] Fixes on group destroy vs ondelayed entities clashing.
[D11][FIX] Forgot to enable it.
[D11][FIX][2729] {XB1/PS4} [MP Test blocker Fix ASAP Please] Kicked from server very quickly with error Invalid Packet: Player Tick Apply optimized network stuff to client only ( I was only really considering client only when I first did it ).
Scene backup.
Fixed door prefab on wrong layer.
Code fixes for updated hdrp
Pipleline packages release/2019.3#17c4f67762
Merge blueprint button fix from crafting_improvements
Fix for blueprint button favourite hover-state icon disappearing when hovered and getting an inventory refresh
[D11] Planter box colliders adjusted.
Fix for color tint shader graph name issue
[D11] [UI] Fixed navigation bar not updating when picking up and dropping item icons on the same inventory slot.
[D11] [Audio] Comments out more voice debug code to fix 2771
[D11] [Audio] Comments out more voice debug code... looks like this somehow caused a crash in release.
Oil Refinery small additional LOD pass
[D11][OPTIMIZATION] Spawn entities. Loop budfgeting/coroutine fix/debugging/code clean
Oil Refinery large additional LOD pass
Sphere tank additional LOD pass
New UI assets
Hooked up death skull, gradient circle and death marker assets
cherrypick
39740 boat engine and heli rotor fixes
Cowbell world model + Icon
Update guitar with new model + Icon
From code review:
Move hand props to Key controller to solve sticks being left on player model during pool
They get positioned during IK pass and never actually parented to the player
From code review:
_mounted is now populated on the client and server, and GetMounted() is now a shared method
This removes the need for UsingPlayer so that was removed
Fuel now used per engine instead of per vehicle. Also use less fuel at idle, more with increasing throttle.
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Fixed icon import settings for new instruments
Added an ItemIcon Import settings preset
From code review:
Reset mountedSpineLookWeight
Removed some xml method comments
Disable saving on key controller child entities
Remove cachedPlayer and SetPlayer() from InstrumentKeyController
Airfield WIP
Prefab/localised scene setting tweaks.
Cherry-pick Bill's boat fix
Merge from Main->Vehicles
Cherry Pick merge to main. Fixes discrepancy between client/server interaction caused by having a rigidbody on the server and not on the client. Now getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
Fix up occlusion depth copy for HDRP
Added RenderBeforeTransparent callback
Defer BRG destroys
horse armor bounds fixes, LOD setup