194,025 Commits over 4,079 Days - 1.98cph!
Added foliage albedo multiplier to scene custom lighting
Added foliage shader toggles for global albedo mult and transmittance scale
Added print_foliage console command to print the batch count + vertex count of foliage
Added vertex count to print_renderers (and fixed problems issues with it)
Added Player.Set/GetSuitPower
Foliage can use up to 3 different meshes for LODs
project_gaea latest terrain build, increased ruggedness in the regions between coast and hills
[D11] + 31 objects adjusted for server
Merge /main/hdrp/foliage-transmission
Caves LODs up to Level 3 with vertex paint material on final LOD
Multi-mesh renderer LOD conversion - MeshRenderer.mesh changes
Try to avoid changing screen resolution when running autobenchmark
Created a test for the material packer.
[D11] - Industrial_bld_j - Glitching issue fixed due to too many materials being assigned
[D11] + Range_bank_drain_a - Z fighting fix
gmad vpc script (ship gmad builds)
[D11] + Pallet_stacks_a correct LOD applied + test for possible prefab cull issue
Tidy up. More material baking progress.
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[D11] revert
42076 in order to try to re-apply with fewer unnecessary changes.
[D11] workaround for foliage wind issues, removes most of the problem visually though isn't an actual fix yet.
[D11] [UI] WIP Fixing platform-specific textures being loaded on both platforms.
Turn off printfs in libflif on xbone
Remove incorrectly merged population assets
[D11] Fix for auto-turret error, BradleyAPC error
[D11] Fix rocket launcher attack error
[D11] Added server var d11melee test
[D11] Assets\Content\Props LOD check
update 2 slot flatbed, fuel tank modules
Allowing shifting multi-socket items over one, when they overlap with themselves
Added Terrain Layer SF
Improved terrain layer shading
Improved cliff shader terrain transition
Fixed dual-socket module conditional UI double-ups
New system for checking module socket validity, without the need for dummy slot-filler items
Include more of the ocean in the map render
Restore the sprinting logiic to what it was before, but edited
instruments can specify a minimum note fade out time
tuba fade time tweaks
Remaining Big Oil Rig relight
Prefab fixes
tuba note start sounds
instruments can specify a fade in time for the main note sound
Remove "dummy slot items" for multi-slot vehicle modules.
Improvements to NPCs using the HL2 crossbow
Another AdjacentCondition boolean edit for Thai
Update SameInFront/SameBehind behaviour for Thai