127,008 Commits over 4,109 Days - 1.29cph!
[D11][RAYCASTS] Indirect raycast class to help track where they are all coming from within gameplay.
[D11] [UI] WIP Ammo wheel input fix on Bow weapons as well as Base Projectiles.
Moved LightEx processing to job system
[D11] [UI] Fixed Bota Bag description being incorrect. WIP fix for Quick Chat input not working on PS4.
[D11] [UI] Ammo Wheel fix WIP. Currently triggers both a reload and opens the ammo wheel at the same time. (Still needs prevention of reloading prematurely, AKA only reload on release)
[D11] pull the shadergraph package into our repository...because needed to apply codegen fix for ps4 (see CameraNode.cs, was doing a mtx44 * float3 mul)
delete some unused stuff causing errors that has also been deleted on the main hdrp branch
RustButton can have subtitle
RustText can be autosize vertically
MovieMaker settings headers
Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
Added TimeOfDay, MotionBlur, Fog settings
[D11] Removed some extraneous server console log output.
[D11] [UI] Profile samples in look at tooltip.
[D11] Non-dev Jenkins builds master with max optimisations
Sidebar
TabControl has AllowCloseAll
Added TabControl.Vertical
Text auto size with empty doesn't fuck with the height
TabControl
VerticalLayout becomes Layout
Added RectTransform.Fill()
More terrain shader optimizations; 5% faster
Don't turn off occluded instances until they've been occluded for at least 8 frames
Some minor optimisation to occlusion culling (set shader vars by ID not by name)
WIP parallel for job version of ProcessOccludees (commented out for now)
[D11] fix for lockup on xb1
[D11] [UI] WIP GameTip optimisations to lower layout and render spikes when animating on/off. WIP Merging of tutorial and base game update in GameTip. Moved various icon assets into shared sprite packing tag. Various changes to VitalInfo and Pinned Recipe to improve layout build times. Optimisations to various HUD elements to prevent larger spikes when updating other elements.
[D11][UI] Disabled Crafting menu loadout panel on inital load
Fixed stack overflow in RustVerticalLayout
[D11][UI] Disabled elements of inventory that don't need to always be active
increased server browser timeout limit to 90 seconds
[D11]Optimised the grass material, removed the normal / roughness / tint material
Indent, RustVerticalLayout
Cherry picked
37505 from hdrp/world_art_revamp
Moved ASE into a local package (testing)
Remove unused second SingletonComponent
trainyard OOB fix
Scene2Prefab
merge from excavator_fixes
Disable 'AlwaysAnimate' check in standalone builds because it slows down loading times and should have been done at build time anyway
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