192,970 Commits over 4,049 Days - 1.99cph!
Improving checkpoint calculation
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
added garage door with lods and anims
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
Translate logic_choreographed_scene
Restore npc_dog footsteps
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
C_BaseFlex initializes its matrix on creation
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
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[D11] nope. revert previous commit.
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
Cleaned out building library
[D11] rebuild manifest with the non speedtree assets updated
[D11] [Audio] Ambience optimisations
[D11] [UI] Fixed PS4 Quick Chat on PS4 opening with back button rather than touch-pad in controller config A.
Adjust checkpoint spawn systems
[d11][optimizations] Some npc footstep work/potential bug fix for something found by greg
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Checkpoint missions now working
Target highlighting fixes