198,738 Commits over 4,140 Days - 2.00cph!
[D11] [Audio] Fixes XBox One headset recording state to persist between headset being removed/inserted.
Recording/playback now resumes if needed.
[D11] [UI] Moved respawn type to d11 define. Added respawn type to tooltip.
[D11] [UI] WIP implementation of respawn type differentiating in Death Screen UI and Map Markers.
Fixed weird OnPreRender/OnPostRender errors
Cleaned up impostor rendering
deleted unused minicopter prefab
[D11][UI] - Cosmetic tweaks to Options menu
[D11] cherrypick
36859,36892 to fix some problems getting into game
[D11] remove same unused stuff as removed on the hdrp branch. Some by-hand prefab merges here, might have to come back and compare by eye but I think they only changed for the purpose of deleting missing scripts.
Adjusted saddle to fit new horse
[D11] [UI] Sleeping bag map markers fix and implementation.
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
Merge the latest to my mission branch
Added and enabled impostor renderer
Updated tree impostor materials and prefabs
Added upgraded foliage, folige billboard and ocean shaders
Added latest ASE + updated hdrpLit template
Fixed coverage queries (e.g. flares)
Fixed some issues with C4 being able to be thrown through walls as well as damaging stuff through walls.
Removed impostor debug message
Water system updates (wip)
Impostor renderer updates (wip)
Texture array tools updates
[D11] [Audio] headset removal/reinsertion now seems to be working (although there are some issues and a slight delay in detection) but it is working. It looks like the original sample code had some memory corruption as it was allocating a structure with new but freeing it with CoTaskMemFree. There is also seemingly a case where the headset would never be usable again... not sure if that was because of the memory corruption or if there is another issue... Need to do some more testing tomorrow.
Nuked a couple of deprecated components
Merge from HorseArtUpdate/HorseHair
Removed missing references from Skeleton.Horse (old mesh had gizmos/shapes from maya that weren't doing anything)
A poor man's mesh splitter, working auto-split 4x4 SLODs on airfield, compound, launch site
[D11] [Audio] Checking in WIP ... I now have the GUID of the removed headset in a callback. Next I need to issue a device changed call to get the capture into a proper error state and then loop to retry to create a capture device.
[D11][UI][#2385] Fixed issue with adding scrap to research table
Video options cleanup (remove HDR, remove UI blur, remove motion blur)
Deleted the UI blur shader
[D11] just initial setup, packages etc
Removed unset platforms from GA settings
Miltunnel conversion WIP. Pre-dates nested prefabs, groaaan.
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Added dz_ maps into Counter-Strike cateogory
Added CS:GO map icons
[D11] Last death position is now stored via the LifeStory.DeathInfo so can be stored even when a player is not online