194,188 Commits over 4,079 Days - 1.98cph!
OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
New NPC gang attack missions
Generalize the zombie kill mission task to cover and NPC type
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
fix tmp resources path folder
tweaked sponsor objective panel ui
Pulled terrain fetch improvements from main
fixed reflection probe warning
removed ui-extention example to get rid of the warning spam
Zombie mission improvements
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
fixed tmp warning
moved tmp ressources files
re render map preview with correct vtx color
Add zombie killing mission + other edits
remade candy explosion FX
file/folder cleanup
Improving checkpoint calculation
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
added garage door with lods and anims
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
Translate logic_choreographed_scene
Restore npc_dog footsteps
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
C_BaseFlex initializes its matrix on creation
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
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