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M249: Converted metallness maps to specular, removed old maps no longer needed.
[D11] Quick hack to force the fog to stay at 0 whilst the scattering is disabled
[D11][UI] Added Options for local text chat muting for all players and altered individual muting. UI side of voice chat muting set up.
m249 fbx .meta change which should fix some odd shading skinners are seeing.
[D11] Geiger sounds should now be working again (screen FX still disabled)
[D11] [Audio] Experimental checkin to test how the spatial sounds work without custom scripts interfering.
[D11] [Audio] Experimental checkin to test how the spatial sounds work without custom scripts interfering.
Fixed some issues with skin unloading
Added itemskinunload convar (currently disabled by default)
Only run skin reset / apply on entities that have a model (i.e. not held entities)
Tweaks and fixes to flares and lightGroupAtTime
Added generic select next/previous input actions, bound to shoulder buttons.
Next/previous unit selection now checks for the new mapping calls.
[D11] [Audio] Adds Putsons new loading loop
[D11] [Audio] Adds Putsons new loading loop
Added UnitSelection.SelectNext/PreviousUnit() functionality and they now skip unusable (dead, no actions) units.
Updated M39 material to specular workflow (for skins)
[D11] Craft complete sfx on PS4/XB1 - fix for "Loading" displaying after cancelling sign in - compile fix
merge confirm actions to main
Fixed prison navmesh gen. Had the same issue as other buildings, where the nav gen sneaks through the gap between floors.
Skip welcome screen entirely when using Fast Countdowns.
Scene backup.
Related prefab changes.
Easter Basket model, world model and lods, materials etc
Suppress the AssetUsageDetector warning for old prefab code. Should check the github for updates at some point. https://github.com/yasirkula/UnityAssetUsageDetector
Added AssetUsageDetector. Open it via Tools > Asset Usage Detector.
Fix for using non-D11 Unity build
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[d11][Audio] Updated Gunshot template to have wide spread at close distance and 2D spatialisation at point blank
[D11] Modifies modifier check for staff
[D11] Removes modifiers from gunshot
[D11] Removes modifiers from gunshot
[D11] Fix null modifiers reference
[D11] Fix null modifiers reference
[D11][Tutorial] Tutorial target now can only be knocked down from the front
[D11] [Audo] Removes custom spatial curve from gunshot prefab
[D11] [Audo] Removes custom spatial curve from gunshot prefab
wip unit select cycling left/right based on team unit UI order
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