197,739 Commits over 4,140 Days - 1.99cph!
[D11] missed this prefab change from
31600
adding burning trap despawn Fx
adding jumper model/texture/mat
[D11] [UI] updated the find join servers to the non gradient style, and made some other elements consistent across screens
Added LODGroup components to all deployables
[D11][UI] Disabled unnecessary layout groups in UIinventory scene. Removed unneeded item icon alpha tween
Added some extra admin commands.
[D11] [UI] Removed unused local variable.
Fuel Gauge materials and texture set up.
BuildPrefabs / BuildModding ifdefs
Server bundles assets it does not need into content.private.bundle (ignored by upload)
[D11] [UI] Removed animators from UI components in favor of tweening system. Menu animation handler now uses tweening system for consistent menu animation styles.
[d11][Audio] Detailed reverb for launch siate range interiors and lift cabins
[d11][Audio] Added more detailed reverb zones
[D11][Audio] More detailed reverb zones added.
[D11] [UI] re-added the wip icon which accidentally got deleted because it got detected as a name conflict
Steam & liquid/oil pfx prefabs.
Working on some stuff for much better NPC pathing. Saving all footpath areas.
Update company name from DefaultCompany to Facepunch Studios Ltd
Fixed fractional camera scrolling breaking accumulation buffer
Made corp list slightly less sluggish
adjusted Chinese lantern audio volume
Power Plant puzzle fix attempt
HL2 Suit Charger animation fix
Cleared more redundant work
Halved post-opaque depth texture size/bandwidth (testing)
Improved shore transition quality and detail
Increased high frequency wave scale
Tweaked shore fade
Small refactor to avoid redundant calcs
re-enable power curve on y-axis aiming controls
Attempted to make D11WorldSpawn stick to a 0.5ms per-frame time budget
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Don't spam exception tracker with "[Physics.PhysX] RigidBody::setRigidBodyFlag"
lantern cookie merge fix.
Fixed foam showing up close to camera near plane
Fixed foam, caustics and spec occlusion shore fade
Fixed ocean/shore z-fighting in vast majority of cases
Fixed shore effects and SSR flickering when using TSSAA
Fixed distant wave flickering w/ TSSAA using adaptive detail fade
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