121,755 Commits over 4,048 Days - 1.25cph!
Spas, double, pump & pipe vfx.
Moved standard layer constants to separate cginc
Added Terrain Sampler and Shore Wetness shader funcs
Updated cliff_shader to allow correct terrain material blending and wetness + tidying up
puzzle reset pauses timer when players are in it's radius
puzzle reset no longer uses physics to detect players
don't do step up while in mid air
Testing coverage query occluded by default
[D11][Tutorial] Added support to unmark assets for singleplayer manifest
[D11] Increased default size of popup input boxes, and fixes to the text display box
[D11][Tutorial] Changed tutorial wooden fence layer to world for navmesh baking
[D11] [UI] Moved editor-only functionality to Editor folder.
[D11] Update Sleeping Screen
[D11] [UI] Fixed minor typo in Animation Debug window.
[D11] [UI] Removed animation debug scripts from cameras. Added animation debug editor window assets.
[d11][optimisation] Refraction on campfires removed
[D11][UI] Hud hints can now have red background for errors. Added string for light hint. Fixed issue with upgrading buildings
[D11][UI] Enable server hud hints
[D11] Slow down weapon deploy slightly on client
Inventory cleanup
Options fixes
Scene LOD proof of concept
tweak, use global normal when creating the up vector
Added prototype cliff shader and test scene
Fixed UI/Colourize shader not obeying rect mask
[D11] [Audio] Checking in WIP.. Path to PS4 side is not longer silent but audio is distorted.
Added VirtualScroller
ServerBrowser lists use VirtualScroller (saves ~12,000 objects)
[D11] [UI] Removed final animator components and fixed continuous animations on UI elements in all frontend and in-game screens. Added additional debug text for filtering between UI and Game animators.
[D11] Fixes to the GameTip HUD element
[D11] [TUTORIAL] Fix for SerializeField enum being hidden behind define
[D11] [UI] AnimationDebug defines fixed for SERVER and now only enabled if defined as such.
[D11] [UI] Removed old animator loading icons from screens, added new prefab loading icon and added logic to disable loading icon when not needed to prevent animation from playing. Removed animator from selected item and changed logic to directly influence the canvas group (seemed to just be setting the alpha to 0 or 1 in the animator anyway, along with some minor scale tweaks that seem unnecessary.
[D11][UI] Integrated stand alone skin picker into repair bench ui. Added important navigation action highlight. Finished off work on skin picker ui
[D11] DTLS network API DemoPeer stuff hooked-up.
[D11] [UI] Fixed slow call to FindObjectOfType. Added reference to look at tooltip in UIHUD singleton. Fixed AutoSave sprite sheet animation restarting too quickly.
Fixed freeze when opening map
Python fixes.
Testscene backup.
Semiauto, revolver, python vfx & positioning improvs.
Python & semiauto pistol barrel position improvs.
Nailgun & M92 vfx.
M92 barrel attachments don't clip into the slide.
Backup
Muzzleflash Light EX is its own prefab for easy tweaking.
[D11] [Audio] PS4 Stereo Voice Chat WIP
[d11][Audio] Updated HitMarker Volume and Round Robin usage.