250,518 Commits over 3,959 Days - 2.64cph!
Fixed water catcher large and small LODs 2, 3 and cull the same distance
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
[D11] Changes to explosion effects to increase performance
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
tweaked convert vibration
barrage powerup work
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
Tweaked last fix to remove doubling up of stack size check
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
Bump network protocol for open vehicles testing
adding vehicle damage textures
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
Scene backup - NVG workbench shot
Added geometric refl/spec anti-aliasing
Fixed player.mount command not working on modular vehicles
Disabled by default
Rate limiting config
Codegen
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
Slight increase to top speed calc
[D11][#4118] Building plan outline no longer goes invisible underwater
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[D11] - Tweak to HOT + Swamp water material
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
[D11] Nullchecks in D11DynamicInstancing
[D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
[D11] New HDRP DoF commands
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Show notification panel in vitals list when any tea effects are active.