241,482 Commits over 3,867 Days - 2.60cph!
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speech changes
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
speech lines
More resource unloading logging
DataSources now use weak references to track usages
Merge from HorseArtUpdate
Added Piebald variation
Updated textures for all variations
Added skinned horse mesh
[d11][Audio] Some tweaks to Frontend Mix. Made sure Subtabs trigger the correct sounds regardless of the sound definitions used.
[D11] [UI] Added option to toggle proximity/range of quick chat messages. Temporarily disabled Local and Team proximity chat.
[D11] [UI] Tweaks to Piemenu colours
changed tile fall highlight layer to fix a sorting issue
Split SceneLODs up into quadrants, manipulate LODGroups/RendererLODs instead of individual renderers, use dist-to-box for fade distance, fixed occlusion messing with disabled renderers inside buildings
[D11] [UI] cosmetic tweaks to options menu
[D11] Fixes and additions for player stat translation strings
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Hooked up all the UI etc. Fin
[D11] [UI] WIP fix for sleeping bag placement crash.
[D11] Server console command for detecting and naming errant AudioSource.
Working on making sure resources are fully unloaded
[D11] these didn't go in the last commit for some reason.
[D11] some occlusion overhaul, initial version. Occlusion is hooked up to the instancing renderer now. Meshes use OBBs instead of spheres to get tighter occlusion bounds. HiZ samples 4x4 instead of 2x2 to reduce false positives, so less objects pass the occluded objects get drawn. Also does polygon clipping of the OBB to prevent offscreen projection making the NDC box massive, this could be too expensive but it's only clocking 37usec on ps4 on a 4k map. MeshOccludee uses OBBS, ArticulatedOccludee uses AABBS, anything else still uses spheres.
todo: memory footprint has been increased over the original version, this could be improved. The pixelshader fallback path has been lost, I could put it back together again if needed. Various things are not being registered with the occlusion system, such as things using MeshCull, and some other stuff to, so these could be added. Some of the other clients of the occlusion system could use tighter bounds, since the system now supports spheres, aabbs and obbs.
[D11] [UI] Added map markers to prefabpoolwarmup.
Added TreeManager (does what FarAwayTreeManager and FarAwayTreeRenderer do, but uses ImpostorRenderer for rendering)
Only copy dlls to debug locations if we're compiling on my PC
Fixed DataSource caches not being cleared
Platform specific dlls
New projects in solution
StructPlatformPackSize instead of runtime Pack8 shit
No need for _Windows function alternatives
No need to use Config.Os for vtable address swapping
Code formatting
Neater generated vtable code
Global function cleanup
Callback vtable uses #ifdef
Config no longer needed
POSIX32
32bit test libs
32bit test projects
Copy steam_api in tests
Allow 32bit processes
Translate memory offsets for 32bit
Handle struct returns differently on 32bit windows too
Swap overloaded function address on both win32 and win64
PLATFORM_32/64 defines
StructPlatformPackSize is 8 on win32
Fixed pointer size in ConnectionInterface
Remove IP address and port from server listing
[D11] Disable audio for server builds
Re-enabled pause on focus loss
Fixed occasional error when loading animation data
Fixed some divergence warnings
GC collect before loading a stage
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Added test player animator, bools & updated clips of some anims
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[D11] Update Game Manifest (WIP fix for sleeping bag crash). Map Marker prefab corrected.