193,090 Commits over 4,049 Days - 1.99cph!
[D11] [UI] Fixed toggle position animations not working. Removed some debug log messages.
Gather stats for plant skins and save out gibs as prefabs
[D11] [UI] Interactions will no longer work and action menus in-game for interacting with objects in the world will no longer appear when in "Build" mode (player has planner selected).
Fix for mesh collider pool transfer layer and tag
Fix building block changes for client+server mode
[D11] Add Packages to CreateClone.bat
[D11] Alert sfx on PS4 controller
[D11] DTLS Linux plugin added.
[D11] Log PlayFabId as hex on server and identify platform on server
[D11] DTLS Linux console test app.
[D11] DTLS Linux fixes for debug certificate handshake failure and broken logging, and server connection threads failing to start.
Working on NetworkEntityBehaviour version of ActiveMissionInstance
Basics back in. Payphone stuff in and compiling.
Ship spotlight flares actually work.
Ship flare mat render queue doesn't conflict with window mats.
Ship cargohold light fixtures set to dynamic LOD.
Few things into shared bundle.
Temporary removal of edit-only camera reload breaking underwater image effects in play mode
Fixed underwater shader broken by post opaque depth optimization
Optimized water interaction shader
Fixed another interaction offset mismatch
Added editor-only debug view for interactions
Restricted interaction bounds to main camera
Part of vulkan impostor rendering fix
Fixed impostor rendering on vulkan
Reapplied
32409 + probex vulkan shader compile fix
Restored world reflections + support for unity's reflection pribes; updated shaders and sky dome reflection prefab
Updated options scene w/ active world reflection option + removed (slow) from experimental section
Fixed interaction offset handling camera jumps
Fixed interaction foam uv across different map sizes
Fixed interaction offset computed using the wrong camera
Work in progress making gibbable meshes non-readable
Added GameManager.IsTransformOnly
Added optional occludee root override to culling volume
Added tooltips to culling volume properties
Defaulted light occludee default culling volume visibility to false
Updated scene to reflect changes to volumes (easier to use)
skin spelling mistake fix
Use instanced rendering for the building blocks. Disabled the building placeholders.
Detect some prefab types which can be grouped automatically, mostly just mesh colliders used by the building components.
Added a GibbableAttribute so that building components don't have to duplicate that information in every single instance (this also improve pool reuse).
Made Gibbables use a gib.prefab and made them poolable.
Removed ConstructionSkin component and moved the logic into BuildingBlock.
Enabled instancing on building blocks & construction skins. Split out the 'movement' colliders from some of the skins to improve pool sharing.
Fixed NRE in light occludee
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required
Moved reflection probe so it's not automatically assigned a bundle (causes some bugs with ReflectionProbeEx for some reason)
Materials and shaders are in content.bundle
Culling volume now adds collider to GO only if none exists (testing)
Added light occludee interop w/ culling volume