198,693 Commits over 4,140 Days - 2.00cph!
LoadingScreen TextMeshPro
Set up tool that bakes LOD2 to texture automatically...
Show last wipe on server list entries 😍
Can order by last wipe on server list
Server favourites work again
Show when server was last played in history tab
Fix for errors about missing collision meshes
[D11] Added new string for changing building tier
[D11] Remove prompt from controller map to change tier when building
[D11] Fixed an issue with the Navigation Bar not updating correctly in all instances
[D11] Unload Ammo now works the same for the Chainsaw as for ranged weapons
[D11] [#2100] Force viewModel animation on when deployed. [#2090] remove censorship cube on player ragdoll
[D11] [UI] Fixed unused assigned variable in TutorialGameOptionsUI.
[D11][Tutorial] SP bundle now adds .asset files as well as prefab
[D11] [Audio] Checking in a snapshot before I make changes to open up a stereo stream on the PS4 Headset. Currently got custom audio routed from Unity to PS4 Headset but its mono and only on the left ear.
[D11] Muzzle flash optimisations from main branch -
33853 part 1
Standalone shotgun shell from the spas.
Shotgun ejection vfx wip.
Thompson muzzle attachments don't clip so badly.
Don't alter animation update type on server (causes collision box to not animate on doors)
Enable BASS_CONFIG_NET_PREBUF_WAIT
[D11][UI] Assigned new sleeping bag hud alert implemented. Server WIpe alert partially implemented.
[D11] [UI] Fixed tutorial objectives showing when game is paused. Fixed main pause menu not appearing correctly after backing out from options sub-menu.
[D11] Fix for 'Create Key' requirements string showing up wrong when not having the required amount of wood
Tactical (top) cam is now togglable not on hold.
Added mobile-only temp button for toggling cam mode.
UIButton can now be set as mobile only.
[D11] Updated Rotate string when using a hammer with a construction block
Because silenced shotguns are a thing.
[D11] [UI] Microphone check in Loading Screen and HUD voice chat indicator implemented.
Fixed terrain sampler shader func missing directives
[D11] [UI] updates to the metal shop front UI
Fixed workshop being default tab on menu
Fixed workshop NRE errors when on publishing tab
Fixed workshop interface blocked due to layer order
Removed UIWorkshop.unity (no longer used)
Fixed skin list not working on workshop list
[D11] DTLS MTU discovery. Fix for handshake decrypt errors with high latency servers. Updated console test app with latest API.
Dealers stop following if follow target is arrested, disconnects, enters a vehicle, or gets too far away (or dies, but that was already in)
Have dealers not crowd you out so much when following - they don't mind being up to 5m away now.
adding LOD model for mortar, grabber, charger, launcher, booster and burner
and reducing bone influence to 1 on them
switched squad editor FX
Compressed the music a bit more
Fix simple shader AO channel barely having an effect
Fix some simple shader assignments for temple B
Made drug dealers easier to kill (less HP, less shooting accuracy)
Fixed climbable street lamps and simplified their colliders
Spas, double, pump & pipe vfx.
Medikit uses notification instead of info. Less spammy as it doesn't block screen so much.
Added colliders to the shop signs
Adding logs and checks trying to detect the "ghost cops" bug
Moved standard layer constants to separate cginc
Added Terrain Sampler and Shore Wetness shader funcs
Updated cliff_shader to allow correct terrain material blending and wetness + tidying up
Commenting out "Skipping next input rate check" warning as real server builds seem to occasionally spike way down in framerate despite running fine 99% of the time, which causes unnecessary log spam.
Allow client s to set damage pre-init, since they do it on Deserialize
Use static switches for some material toggles (simple shaders only)
Add the simple shaders to the always included shaders list
Fix ASE LWRP templates always using fallback Hidden/InternalErrorShader, fixes that build error