192,769 Commits over 4,049 Days - 1.98cph!
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[D11][Tutorial] Tutorial objectives is now it's own class/gameobject, removed title and changed sub text colour, updated tutorial events
Changed instancing variant stripping to keep all
Addd Tools/Textures/Texture Array Creator
Better multiplayer support env_zoom and point_viewcontrol
env_screenoverlay will now disable its overlay if it was enabled when it is removed
[D11][UI] Added more information to the sleeping player stats screen
[D11] [UI] changed the health bar to be green while you're attacking an creature but not while it's an object
[D11] Autosprint enabled for noclip, Auto-reload if ammo unloaded
Updated neutral_dungeon_lighting prefab
Enabled instancing path for deferred mesh decals (testing)
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
Fixed broken deferred mesh decals
Fixed indirect light flickering on deferred mesh decals
Removed unnecessary options from deferred mesh decal shaders to speed up compilation
[D11] Item quick actions on multiple items are now sorted after being combined, rather than only per item (eg with a door and a keylock together). Removed Photo Mode buttons, and added a small delay to popups opening. LookAtTooltip now updates when secondary actions are performed.
[D11][UI][#792] Fixed issue with splitting stacks inside gambling wheel
added some ladders, climbable areas
Removed non MRT blending fallback paths
[D11][UI][#935] Added navigation options for empty weapon attachment slots and fixed crash when attempting to remove an empty weapon slot
[D11][UI][#902][#928] Moved to sleepingbag popup definitions to popupsystem to avoid issues with sleeping bags
[D11] [UI] Fixed missing method in PlayerCorpseStatPanel
[D11] [UI] Fixed soft lock when opening in-game options menu with corpse player stats page open. Fixed certain menus forcing the player to stand up when being opened.
merge from heavyscientist
ch47 landing behavior
fixed ch47 LOD3 having wrong material indicies
Added wave displacement option to core/foliage
Added overgrowth_floating material
Split water shader library into a few more parts
[D11][Tutorial] Fix for helicopter bullets not hitting player, finished and cleaned up craft pistol objective
Ship exhaust.
Ship style2 deck lighting/fx WIP.
[D11] [UI] fixed some PS4 only define problems with the new UIHUD
[D11] [UI] took out a failing namespace
[D11] [UI] adjusted how hiding the HUD works so that we can exclude certain items in certain situations (like the chat panel while the quick chat is open)
Loading is loading without actual errors.
[D11] [Tutorial] Map Updates
Most issues getting worked out with loading saves in editor. Routine / bootstrapping basically done...
LOD switch crossfading - initial commit (on Imposter level only for now)
Prefab processing uses instance instead of asset in standalone, similar to editor (~10% faster loading / instantiate on SSD)
Exclude standard assets from FileSystem_Warmup
Cargoship exhaust fx.
Fixed some ship mats that weren't GPU instanced.
[D11] DTLS network API send implemented.
[D11] Fix for XRSettings error on xb1
[D11][#947][#949] Fixed crash with upgrade pie menu
[D11] MorphCache optimization, now baked out from asset fiddler menu instead of at runtime
[D11] Fix some partially broken references within the hairset data, seems like a Unity bug as the reference don't appear broken but AssetDatabase API calls on them fail, and note how the actual model within the fbx isn't properly picked out in the Project view.
and .