192,356 Commits over 4,049 Days - 1.98cph!
[D11] Prevent planning commands from going through when any menu is open
[D11] Options menu is now available again from in-game, more WIP for MyGames
Added new rowboat wake test
[D11] [UI] Added community hub to correct screen with static buttons active and temporary dynamic buttons for testing purposes.
[D11][Audio] Mixer Updated to latest design, Sound Class mixer assignments set up
[D11] Proper compile guard
[D11] Support for first achievement on xb1 (Ex-hemp-lary)
Evaluate Hunting Targets In Area fact when units die
Better SetDestination logging
[D11] chat wheel is now disabled when not open, removes some canvas updates and some animator updates
Target Filter in Hunt goal has blackboard write key
Fixed weapon views not getting their projectile component when entity view pooling is disabled
Better logging for item action failures
Unit.Audio.PlaySound def overload NRE fix
[D11][TUTORIAL] Added highlighting of food during find food objective
[D11][UI] Server type selection menu added
Added about server page
Added placeholder rust credits screen
[Needs a full testing] Daily challenge mode now uses yesterday's top score player names as opponent team unit nicknames.
Changed unit nickname stuff so it can be used for non-career mode units, added it to protobuffs.
Sound def usage in item pickups, VisualFX
[D11] Server memory monitoring updates.
Abandoning thrown weapon interrupts moving to target. This should avoid some instances of people being stuck trying to attack.
WeightedAudioBundle -> SoundDefinition
Use SoundDefintion in various UI widgets
RMB when moving existing hunt area returns it to original position
Don't close UIWidget on MMB
Undo exclude_renderers changes which are now unnecessary with Rob's changes to strip out unneeded shader LODs
Change foliage billboard shader back to use D11_INSTANCING_ON (although it doesn't seem to work but we're not using this code path atm anyway)
VFXManager.asset converted back to text (not sure how it ended up as binary)
Update quality settings for 2018.3 (adds asyncUploadPersistentBuffer)
Use native graphics jobs, enable vertex compression on all components and disable unity's static and dynamic batching
Disable renderer batching because it's incompatible with mesh streaming, requires readable meshes and uses lots of memory we can't afford
Improvements to player hint placement radius control
Added a null check in SoundDefintion.cs because it was causing problems during asset import sometimes
Removed 'log synchronous requests' because it doesn't actually work
Enable vertex compression and streaming on baked mesh assets such as those painted with vertex tools pro (monument interiors use these)
Fixes for switch.cs to respect requested target
Use release configuration for PS4 debug builds (but still enable script debugging)
Block more bad interaction
Auto-skip respawn screen if there are no alternate options + modal blocker while we wait for server.
Merge character select screen change
Base functionality working