127,028 Commits over 4,109 Days - 1.29cph!
[D11] Prevent duplicate stat entries on player inspect screens, and always attempt to show 4 entries (unless a player literally doesn't have 4 in a given category yet)
[D11] [UI] Fixed pie menus being susceptible to crashing when opened while pushing the "move" thumbstick in a direction.
Improved skinning on mane
SendNetworkUpdate_Position profiling
Fixed performance issues caused by DateTime.Now
More various stuff.
All new light fixtures into the asset farm.
[D11] [Audio] Changes the way the ADT sample code brings up and tears down threads... This at least makes sure that the Capture thread does actually stop... the Render thread somehow already managed to stop but I've changed that around.
Despite these changes I'm still seeing edge case crashes in a M$ .dll with no symbols... not exactly sure what this is.. it looks like its some .NET reference to an object that's been destroyed maybe as its happening when we pull the headset when its rendering.
Stuff spawned with entity.spawn always faces the camera
[D11] Fix for network byte data telemetry overflow for max signed int (just over 2Gb).
[D11] Fixed some instances where it was possible to get stuck between the TitleScreen and MainMenu
Trees are pooled
Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity)
Added tree.global_broadcast server startup parameter
More conversions.
Some cleanup.
Tweaks to try to fix KSampleCopy4_1_x_8 error
Added mane/tail meshes
Added horse hair materials
Skinned horse & mane/tail
Testing silly buoyancy optimization
[d11][Audio] Replaced Crafting complete Sound.
[D11] [Audio] Fixed the threadlock bug that was stopping shutdown/re-init of the library but now pulling a headset crashes in no mans land .dll with no call stack.
Fixed IndexOutOfRangeException on reconnect
Packet handling profiling
minicopter culling and better LODs
[D11] [Audio] Checking in WIP Still not working for plugging/unplugging headsets but im at least getting error state numbers out of this now.
Another demo fix for cinematic_play and cinematic_stop
Added server.cinematic convar to enable the cinematic convars for all players
Try moving pipeline into resources
[D11] Can now call important popups immediately to overwrite existing ones (ie for system messages).
The 'trying to connect' popup is protected from being overridden in this way.
[D11] User management xb1 update WIP
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations
Various light related.
Better exterior exposure.
Generic yellow SSS profile.
db shotgun worldmodel prefab lod fix
[D11] Prevent toggling weapons/items etc when viewing the stats screen of a dead/sleeping player.
Quick layout fix when showing the killer weapon of a dead player.
[D11][UI] Reenable f1 in editor
[D11] Update xb1 unity plugins to latest XDK
Organized the light fixtures folder.
Moved obsolete ones into /deprecated/ for phasing out.
Scene backup
fixed crate marker sending too many network updates
[d11][offscreenparticles] Disabled because of bad culling CPU