126,618 Commits over 4,109 Days - 1.28cph!
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
Don't run IK update on server
IK should match up over network
Support for non-standard IK transform space (for held items)
IK pass on drum kit
Show all ik points as gizmos
Cleaned up duplicate piano and drum kit sound definitions
Fixed some keybinding issues, fixed dedicated sharp keys not doing anything
Cleanup logic to potentially support more notes
Player model IK support, assign an IK target per note and move hands to appropriate location
Applied all feedback tweaks.
Putting the more radical changes on a branch to get the no-brainer ones in sooner.
Revert/disable water body until shader is ready
Fixed error in foliage-billboard
Testing terrain carving via vertex culling instead of per-pixel clip
Merge from main/hdrp/2019.2
Terrain carving
Added Terrain Alpha Vertex Sampler SF
horse animation and random circle fixes
fixed helicopter debris temperature
Regen remaining ASE shaders
Deleted unused ASE template
Removing some hacks that were added for the old version of local space ClientIOLine
merge from screen_settings
Merge from SoundFollowCollider
[D11] Fix for floating train tracks
SoundFollowCollider optimization.
Adds frontend server filter/favorite sfx
Adds frontend server filter/favorite sfx
Detect the resolution used from the unity launcher and update the convar/UI with it.
Use the resolution and windowed mode setting of the Unity screen selector window if started with the -show-screen-selector flag.
ColorTint subgraph complaining because output name had a hyphen
Fixed profiler mismatches in BaseRidableAnimal.ObstacleDistanceCheck
[D11] [UI] Fixed missing texture on "Playings In Game" page in game options page.
Better LODManager error when trying to remove component that has not been added
Removed Dynamic flag on wires, wires now spawn in correct transform position/rotation and can be treated as static for lod purposes