121,385 Commits over 4,018 Days - 1.26cph!
[D11] MorphCache optimization, now baked out from asset fiddler menu instead of at runtime
[D11] Fix some partially broken references within the hairset data, seems like a Unity bug as the reference don't appear broken but AssetDatabase API calls on them fail, and note how the actual model within the fbx isn't properly picked out in the Project view.
and .
[D11][UI] Added open player stats option to sleeping players. Fixed issue where the stats option was offered for dead npc
[D11] When dropping a Planner item, make sure the building context menu is actually closed
Restored taa camera depth texture
[D11][Tutorial] Updated tutorial event behaviour for craft pistol task
Remove Imposter component in prefab preprocessor
[D11][Tutorial] Added hover state for patrol helicopter
[D11][Tutorial] Added language key for patrol helicopter death hint
[D11] Can now use medical items and dropped food in the world without having to pick them up first
Added DDraw shader to AlwaysIncludedShaders
Order network group subscription order by distance to player
Fuel Generator - (Assets\Prefabs\Tools...) model, fbx, prefab, materials, lods, collision and gibs.
[D11][UI] Added spinner to connecting popup. Setup server settings json conversion. Added loading popup between renting and response
[D11] DTLS network interface 'connected' state implemented, and has write streams setup. Log level set externally by the application. Socket error feedback improvements, and multiple connection test-code tidied.
[D11] Hooked up PS4 lightbar and vibration to UI ConVar's
[D11] Fix for not getting into 4k maps, made the storage for the maps use persistantDataPath instead of streamingDataFolder, tested on PS4, Editor and Xbox
When you thought your last fix was the last fix.
More fixes.
Removed the buzz from non-fluorescent ship lights because it's driving me nuts.
Fixed LightGroupAtTime disabling volumetric beams directly, to only adjust alpha
LOD, renderer, collider and foliage grids extent beyond terrain size to support offshore stuff
Added monument offshore placement logic (used by oil rigs)
Added invert culling toggle to culling volume
Removed light housings from heavy scientist helmet
Cargoship light bleeding issues.
Temp hack for non-procedurally-instanced billboard scale/rotation
Added bake imposters option to asset fiddler
Fixed Oak E imposter (it was referencing itself)
[D11][UI] Adjustments to Research table UI, and fade removed from inventory sort icon.
[D11] Adjustments to look-at-detection - stretch capsule downwards rather than equally from middle
Added error for imposters trying to reference themselves
Fix for tree pools with new lodgroup changes.
Made D11DynamicInstancing prefab info static.
Made PrefabPoolCollection.SetGroup assign the correct prefabID instead of relying on the Poolable component being preprocessed before the component that assigns the group.
[D11][UI] Added RPC to sort items in an item container. Enabled right click to sort player main inventory
Fixed various UI panels using GameObject instead of GameObjectRef