256,175 Commits over 3,990 Days - 2.68cph!
▇▉▅▌▉ ▉▉▍▆ ▊▄▄▉▍▌▌ ▇█ ▇=▉
Added replay version info prompt
Increased bone influences to 4 per vertex in all quality modes but potato
Fixed graphics quality slider range
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
Skins/bodygroups for dupe icons
Fixed dupe icons not showing skins and bodygroups.
Remove debug, enable map markers again, split hub into multiple files
Added ENT_ANIM.GetShadowCastDirection hook
[D11] Fix for disabled objects entering the prefab pool and never becoming enabled again
Fixed _unitSpawnCounts divergence
Fixed warning spam when performing replay diagnostics
Stop validation mode when paused
HEV option for utilities menu
cl_enable_loadingurl checkbox
Also moved cvar to c++ side because it wouldn't save otherwise
DTVar on client stuff
HEV suit checkbox in spawnmenu
A checkbox for cl_enable_loadingurl in Options menu
[D11] fix for both cameras being enabled.
Fixed horse ragdoll not displaying armour properly
[D11] + structures\Junkyard Converted LOD Group and adjusted LOD's
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)
Convert unix timestamps to Date instances, add SteamAvatar component, show online teammates on the hub
[D11] Nature/Driftwood + Nature/Ice LODs
Entity shadows continue to update even when the entity is "asleep" while the shadow is being lerped
Added Entity.UpdateShadow() clientside function
[D11] + structures\building_allowed_guide\models LOD's created
[D11] temporarily switch wire shader to avoid NaNs in framebuffer, still needs a proper HDRP friendly wire shader doing.
cherry pick chat popup fix
Animal skeletons / ragdoll setup
Icesheets LOD upto LOD3 with vertex colours on final LOD mesh
Force close chat popup when closing chat
[D11] + structures\house_ruins\models LODs sorted out
[D11] structures\industrial_doors_static LODs adjusted
[D11] structures\harbour - The rest of structures\harbour LOD's added/adjusted etc
Fixed session button weirdness
[D11] structures\Harbor LODs converted/harbor models LODS added
Fix for screen menu options that got lost in a MenuUI.Options prefab merge at some point
Fixed diagnostic fody weaving
Fixed unsupported bake file version message
Fixed possible error when baking CallMethod using an alias target
[D11] Fixed rotation not correctly applying on planner/guide objects with non-zero target normals.
[D11] Updated some \Structures assets with LOD Group components
[D11] + structures\gas_station - convert to LOD Group/LOD Distance adjusted