134,259 Commits over 4,444 Days - 1.26cph!
Updated hdrp/custom/lit shader set to 7.2.0
Some changes to conditionals
increased cctv culling range
Unfinished experiment with splitting conditional class definitions
[D11] + Tweaking Bandit Town assets more + fixed a bunch of signs set up incorrectrly
Craters - latest terrain build
Latest terrain build improves forests shape/size and frequency, forests grow closer to cliffs and are less likely to remain empty. Improvement to seabed and marine topologies
[D11][UI][#3780] Close the inventory/crating screen when trying to pause
More cleanup/removal of old stuff.
CCTV camera volume tweaks
CCTV camera desc update
[D11][UI] Adjustments to Leaderboards screen. added colour reference class
turn GPU skinning back off because it's slower
[D11] [UI] WIP Translation issues on map screen. Updated Code of Conduct text.
[D11] Free memory changes
static camera loading fix
[D11] Adds garbage collection on start of new game
reduced texture streaming and garlic heap sizes
further refactor/simplify/optimise
[D11] Removed XboxOne Define from ServerMgr
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[D11][BOOT FLOW][#3767] XB1 StartupImage
[D11] XBox free mem reporting
Disabled backface raycasts and re-enabled FP's implementation - doesn't work on collider shapes with PhysX
[D11] Re-enable GC panic mode
[D11] [UI] Updated D11 Logo. Credits screen will now attempt to translate headers.
Fix up modules after merge
[D11] Latest free memory changes.
[D11] [UI] Fixed typo in translation for Helicopter. Added helicopter translations to American English file.
Merge from Vehicle VFX -> Vehicles
Merge from cinematic_branch (demo file writing changes)
More engine internals work
Update debug camera from cinematic branch
Implemented all wheel/terrain effects onto the chassis types
Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
Surface trail & spin effects
Fixed debug camera input being processed while player is unfrozen
Fix cambone command throwing exceptions
Test map edit + tweaks to grip settings
Refactor terrain quality states into objects (basically GoF State pattern)
Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
Merge back from CarPhysicsChanges>Vehicles
Friction and drive force edits