126,694 Commits over 4,109 Days - 1.28cph!
Reapplying changes from unity_2018.2.0 branch
Anim events, worldmodel game prefab
[D11] [UI] updated aesthetics for the compass, voice chat icon, hint banner, HUD notifications
added thus far inert UI elements for base stats, coordinates, stance display, pinned recipe and inventory fullness indicator
[D11] [UI] Wrapped "VitalPreview" code inside #if CLIENT define, updated texture and added materials for vitals bar elements. Code adjusted to match in-game HUD requirements for proper implementation.
[D11] Take it back out for now
[D11] Try adding PS4 build and use proper root so we can poll
[D11] Client auto-bot stress testing, for simulating multiple remote connections from a single client. Enabled with D11_CLIENT_AUTO_BOTS, and f5/f6 at runtime.
Re-enabled impostor shadows + couple of small tweaks
[D11] Change to checkout scm so we can poll
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
Disabled impostor shadows for now; needs single-pass cascade fix
Fixed sqrt related warning in foliage billboard shader
Fixed impostor shadows not showing on all cascades
Optimized and restored impostor shadows for primary light
Updated Sky Dome prefab
Moved impostor rendering to command buffers
Disabled impostor shadows; fix for fps issues when near gunfire, campfire, torch, etc
Added LightLOD to all shadow casting lights in radtown_small_3
Scene2prefab radtown_small_3
Added LightLOD to all shadow casting lights in bunker_rooms_dressing
Scene2prefab bunker_rooms_dressing
Added LightLOD to all shadow casting lights in airfield
Scene2prefab airfield
Added LightLOD to all shadow casting lights in water_treatment_plant
Scene2prefab water_treatment_plant
Added LightLOD to all shadow casting lights in launch_site
Scene2prefab launch_site
Added LightLOD to all shadow casting lights in trainyard
Scene2prefab trainyard
Added LightLOD to all shadow casting lights in powerplant
Scene2prefab powerplant
Scene2prefab military tunnels
Added LightLOD to all shadow casting lights in military tunnels
Updated anims & controller, added shake effect
Fixed uneven camera movement due to Unity's rigidbody interpolation
Disabled shadows on military tunnel clone vat point lights
[D11] Try the official version in unity hub
[D11] Now handles custom prebuilt versions of unity
[D11] Removed hardcoded IP address
[D11] Start to add back anything we care about
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
Fixed impostor sometimes sticking around after tree is killed
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
Disabled graphics jobs on staging for side by side comparison with release
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
Minor ai balance tweak for Military Tunnel.
Fixed missing billboard on oak_e
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).