192,994 Commits over 4,049 Days - 1.99cph!
[d11][Audio] Fixed missing CH47 audio. Updated mixer for enhanced instincts.
Subtracting
33326 for now
[D11][Tutorial] Fix for tutorial hint triggers not appearing
[D11][Tutorial] Error message when converting map failing
[d11][Audio] Fixed silent animal emotes!
[D11] [UI] Fixed respawn focus loss. Moved calls to EventSystems.EventSystem.current.SetSelectedGameObject to implemented ConsoleInputModule.SetSelectedGameobject so we can debug more clearly when focus loss issues occur.
Subtracted
33595 (bug: excessive shadow draw); proper fix coming next
[D11] [AUDIO] Fix 1494 When the main menu audio is triggered it plays for a bit, then the audio ducks quickly drops a few db and stays at a very low volume. The quick drop also crackles a little.
[D11] [AUDIO] Fix 1494 When the main menu audio is triggered it plays for a bit, then the audio ducks quickly drops a few db and stays at a very low volume. The quick drop also crackles a little.
[D11] [UI] Update to UI BG images.
Pass on moving deprioritised strings out of translation block actually complete.
[D11] disable sss for now
[D11] DTLS server reverted back to reusing single port only. Will only function on Linux servers currently. Server plugin rebuilt against OpenSSL v1.1.1b-stable.
[D11][Tutorial] Fixed objectives being hidden at start of tutorial
Pass on moving deprioritised strings out of translation block complete.
[D11][Tutorial] Tutorial shelter parts converted to real building parts
soda can silencer - shares same uv as the oil filter
Pass on moving deprioritised strings out of translation block.
renamed oil filter silencer material and removed unused textures
Pass on moving deprioritised strings out of translation block.
OilFilter Silencer material fix
[D11] [Audio] Adds PS4 surround sound settings as well as second ambient sfx channel slider.
[D11][UI] Water catcher Panel UI changes
[D11] [Audio] Hooks up 2nd ambient slider var as per Staff's email.
[D11] [Audio] Merge with main
Pass on moving deprioritised strings out of translation block.
minor Hapis fixes / improvements
Pass on moving deprioritised strings out of translation block.
Get arrested and teleport to prison
NetworkEntity props now add to the KD tree and get culled appropriately, albeit in a slightly clunky way.
sam sites lose targets after not being visible
sam sites now require electricity and can thus be toggled remotely with a detonator.. or whatever else you come up with
protocol++
low res version of the GL ammunition.
large oil rig setup
protocol++
save++
Knife model update + reduced lods.
[d11][Audio] Fixed Sound classes routed to mixer channels affected by amb sfx FE slider. Also fixed issue where occluded ambience would not have been affected by amb sfx FE Slider. Also fixed issue where occluded SFX wouldn't be ducked by gunshots, explosions or rival player footsteps. Made mix path slightly more efficient. Renamed some mixer channels so as to be less ambiguous.
Converted the big rig to the new light LOD system.
Prefab improvements.
Fixed some light fixtures using the wrong ambient sound script.
puzzlereset overhaul
all oil rig puzzles reset at the same time now
simplelight obeys puzzle reset
[d11][Audio] Some tweaks for the wounded snapshot based on FP's original settings.
[d11][Audio] Removed low pass filtering on audio when wounded. Occlusion switches off when wounded like on PC
Working on usability stuff, generating collision etc. Basically a lot of the finishing touches etc. that are needed to make these buildings actually function in game.
[D11] [UI] hidden the extra monument hints on the solo play page
Shortened a few long strings