253,215 Commits over 3,990 Days - 2.64cph!
[D11][FOG] Some material fixes to the fog wall ( double sided/alpha transparent )
[D11] [Art] [#3215] TreadAnimator script from M2Bradley will no longer show red error messages
[D11] Fixed the server time/clock display on the game options/pause screen
[D11] Fix for Reed LOD3s being bright green
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Merge from bandit_camp_fix
[D11] Fix for tree bark caps being overly shiny.
[D11] Fix for rowboat collision
[D11] Reimported Translations for Korean and Japanese, fixed small issue with translation class if translations values are null or empty.
[D11] Changed keycards materials to match Steam version
[D11] [Graphics] [#3206] Keycards match their colour and static bbq particle system fix
Retry button on pages if a server fails to load
Login screen shows error if the page fails to load
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.
Merge from /main/hdrp/merge-fix-2
Updated version to 2019.3.0f3
Updated dummy standard decal shaders
Fix for incorrected calculation of instanced mesh LOD distances where the LOD meshes were scaled separately from the LODGroup (e.g. driftwood_set_2.prefab), bug 2253
whitelisted lastpos & movedelta
unit funcparams
made unused Level param more useful
circle-line intersection utils func
added parallel/fan num properties for bullets
tweaked slowmo visual effect
player facingSpeedMultiplier modifier
player status velocityModifier
Made sure baking codegen is ordered / stable
Merge branch 'master' into switch-port
disable some debug, added a save file for easier testing & perf comparison
Made sure baking codegen is ordered / stable
Looking at replacing rather than removing...
[D11] + Remainder of scenes - in scene LOD tweaks + Couple of minor bug fixes (Floating objects, bad LOD transitioning) + Bunch of scene to prefabs of scenes using incorrect prefabs
[D11] Fixed Airfield SLODs slightly incorrect position + Fixed landmine scale
remove debug from gmod advent
Merge branch 'master' of Facepunch.Sites
Fixed AdaptMeshToTerrain spamming errors.
Fixed FBX exporter errors
Created some utilities for LODGroup Conversion.
Added rivers to the world stack
[D11] + Pumpjack-static - Fix for the broken prefab (Objects changing places when transitioning through LODs)
+ Changes to the water shader added in reflection probes and did some optimisations
Added monument nodes to project_gaea for testing
[D11] Fixed bright green Hanging ivy in caves
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
[D11][UI][#3239] Fixed been unable to split stacks of items