128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                [D11] Changes to explosion effects to increase performance
                
                
                
                
             
         
        
            
            
            
                
                Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
                
                
                
                
             
         
        
        
            
            
            
                
                Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
                
                
                
                
             
         
        
            
            
            
                
                Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
                
                
                
                
             
         
        
            
            
            
                
                Tweaked last fix to remove doubling up of stack size check
                
                
                
                
             
         
        
            
            
            
                
                Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
                
                
                
                
             
         
        
            
            
            
                
                - Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
                
                
                
                
             
         
        
        
            
            
            
                
                Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
                
                
                
                
             
         
        
            
            
            
                
                Revert the previous change in TriggerBase since it can remove entities during the loop
                
                
                
                
             
         
        
            
            
            
                
                Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
                
                
                
                
             
         
        
            
            
            
                
                Bump network protocol for open vehicles testing
                
                
                
                
             
         
        
            
            
            
                
                adding vehicle damage textures
                
                
                
                
             
         
        
            
            
            
                
                Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
                
                
                
                
             
         
        
            
            
            
                
                Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
                
                
                
                
             
         
        
        
            
            
            
                
                Added geometric refl/spec anti-aliasing
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed player.mount command not working on modular vehicles
                
                
                
                
             
         
        
            
            
            
                
                Disabled by default
Rate limiting config
Codegen
                
                
                
                
             
         
        
            
            
            
                
                Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
                
                
                
                
             
         
        
        
            
            
            
                
                scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
                
                
                
                
             
         
        
            
            
            
                
                Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
                
                
                
                
             
         
        
            
            
            
                
                Slight increase to top speed calc
                
                
                
                
             
         
        
        
        
            
            
            
                
                [D11][#4118] Building plan outline no longer goes invisible underwater
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▇▆▅▋▇█▊▊ ▉▇▌, ▍▉▅█▉ ▇▇▄▅▄▋▉▅▍▌▄▆▋▌, ▍▄▌ ▉▋▄▍▄▌ ▆▍▌▊ ▉▆▆█▋▉▉▅▇▉▌▆▊▊
                
                
                
                
             
         
        
            
            
            
                
                [D11] - Tweak to HOT + Swamp water material
                
                
                
                
             
         
        
            
            
            
                
                [D11] Nullchecks in D11DynamicInstancing
                
                
                
                
             
         
        
            
            
            
                
                [D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
                
                
                
                
             
         
        
            
            
            
                
                [D11] New HDRP DoF commands
                
                
                
                
             
         
        
            
            
            
                
                Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
                
                
                
                
             
         
        
        
            
            
            
                
                Show notification panel in vitals list when any tea effects are active.
                
                
                
                
             
         
        
            
            
            
                
                [D11] Reducing LOD levels from four to two used for the water to reduce the game object count. Using a 10km outer grid to cover the gap between water and the horizon.
                
                
                
                
             
         
        
            
            
            
                
                Enable LOD_FADE_CROSSFADE on instanced objects
Added D11_INSTANCED_TREES to put trees into the instancing system
                
                
                
                
             
         
        
            
            
            
                
                [D11] - Fix for AO looking to heavy
                
                
                
                
             
         
        
        
            
            
            
                
                [d11] lodding/pre-loading skinning improvements
                
                
                
                
             
         
        
            
            
            
                
                Buff icon tooltip improvements
                
                
                
                
             
         
        
        
            
            
            
                
                [D11] - Tweaked HOT screen effect
                
                
                
                
             
         
        
            
            
            
                
                Editing mass and performance
                
                
                
                
             
         
        
            
            
            
                
                Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.