238,085 Commits over 3,837 Days - 2.59cph!
Check engine light fixes on 2 modules.
Exhaust VFX tweaks.
Border vehicle headlight mipmaps to fix edge seams sometimes popping up.
Various vehicle interior/dashboard tweaks.
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added some barrage to levels
onion pattern polish, etc
onion diamondShot4 art polish & sfx
fix onion state changes
Fix broadcast messages not being returned to the pool
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Merge from comp (device sounds)
Ignore replicated convars with no name instead of erroring (why are they there though? modded?)
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[D11] Server ping: making sure the Unity's main thread and the .net async callback are accessing the connection via a critical section.
added movement layer collider to remaining stairs that needed it
onion wrappers pattern
onion wait times depend on num parts destroyed
Merge branch 'master' of SpaceUsurperUnity
mech form0 curse timing
new airburst aimer
vehicle part ui sound volume tweaks
repairable entities can specify repair effects
vehicle modules use metal repair effects
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Replay timing plot script tweaks
Remove outliers from frame time data
Static method to delegate conversion caching in Bullet
Fixed issue with first person shadows.
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Less annoying volumetric noise on headlights
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fix passenger module collider
fixed boat engine material
Wait until nav menu animation is done before loading ScrollTables
Added a script to generate a graph of replay test frame times per stage
Merge remote-tracking branch 'origin/master'
Log more timing statistics during replay tests
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
[D11][#3710] Server is sending the Attack Signal and calling the Attack RPC, which results in the attack animation being played, then interrupted and played again.
more position fixes to 3rd person weapon attachments, updated bounds and positions on some world models
[D11] Fixed Grass Normals
[D11] - Fix to bug 4163, card reader was displaying multiple LOD's
[D11][UI][#4084] Added pulse to server list to make it more apparent that an option is selected. Will apply to other menus later
Fix for not using max biome in gpu foliage (multiple biome foliage types were getting mixed together)
[D11] Fix to bug 4157 - Metal Ore was using wrong fbx.
[D11] Changing the scale of the cloud dome to remove the gap between water and the horizon/
[D11] Further bug 4020 fixes - Missed one due to unity.
[D11] - Fix to bug 4020 - Set up LODGroups on grass/bushes correctly.
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
[D11] Fix to bug 4142 - Hatchet was missed in first check in.
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
Triangle floor and triangle foundation stair socket parameters are more in line
"Drive" property no longer appears for Jeeps as it simply cannot move them.
trigger_weapon_dissolve no longer crashes the game if one of the weapons it is meant to delete got removed prematurely by something else
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[D11] - Updated Grass Meshes to reduce overdraw. Removed needless checkboxes from materials.
Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
[Audio] Set up optimized console only Music!
Fixed several overlapping placements of the different stair types