194,188 Commits over 4,079 Days - 1.98cph!
[D11] nope. revert previous commit.
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
Cleaned out building library
[D11] rebuild manifest with the non speedtree assets updated
[D11] [Audio] Ambience optimisations
[D11] [UI] Fixed PS4 Quick Chat on PS4 opening with back button rather than touch-pad in controller config A.
Adjust checkpoint spawn systems
[d11][optimizations] Some npc footstep work/potential bug fix for something found by greg
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Checkpoint missions now working
Target highlighting fixes
Diesel now costs 300 low grade
Tweaked some sell order costs
Excavator belt trigger adjustments
[D11] [UI] Return out of HUD update chain if HUD base visibility is false. Changed performance UI Canvas setup, attempting to reduce layout rebuild costs.
Merge from force_triggers
Fixed Diesel_Collectable prefab ID
[D11][OPTIMIZATION] Varius async raycasts enabled
Working on checkpoint mission task
New small industrial building for mission use
Expanding testmap_small for new mission content
Merge mission work -> Working branch
Added per-layer metallic property to terrain shader
Integrated metallic to terrain fetch
Updated terrain sampler SF and related shaders
Reinstated payphone distance highlighting so the player doesn't get guided to gang payphones unless they're already close
[D11] merge in newer non-st trees (introduces ASE dependency but will add that next)
Only highlight gang payphones
Improving payphone highlight/unhighlight behaviour
Put export panel back together
Changed terrain atlas/array generator to accept packed metal_height_ao_gloss maps instead of separate spec and height maps
Generated new terrrain texture layer arrays
Updated terrain sampler SF to match atlas changes
Updated terrain shader; cleaned up deprecated material properties
Deleted another deprecated shader
Updating the placement tool ready for the new building models produced by wallbanger.
[D11] [Audio] Ambience optimisations... WIP Checking in as I need to merge in latest from main branch.
Disabled mesh compression on all remaining models