255,852 Commits over 3,990 Days - 2.67cph!
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network
fixed crowd, post process, board not reseting when switching to the squad editor from a match (online queue)
optim the simple platform model/ textures
Updated foliage shaders for parity on input and most functionality
Added shader functions for foliage wind and wave displacement
Fixed deprecated shader compile error
Updated lot blockers. Updated testmap smaller for faster iteration...
Fixed exception when scrubbing
Keyframe.Indexer.HasEntity optimisation
Profiling
[D11] [UI] Fixed pickup/dropped notifications not stacking.
Fixed stunstick first person effects not working in singleplayer firstperson
Moved analytics database insert to another thread
Show a "=" for tied scores in the rank field
[D11] [UI] Simplified notice area for pick up/dropped notifications while investigating layout optimisations
[D11] [UI] Fixed bottom right vital info not showing.
Removed unnecessary IsNPC/Weapon/Vehicle/etc function definitions from Weapon and Player, since they are inherited from Entity metatable
Added Entity.IsNextBot
Fixed water resource nodes spawning on unreachable terrain. Added TerrainUtils.GetClosestNavMeshPoint.
[D11] DTLS reliable-order timeout/retry made less strict as 4k servers are now disconnecting with false-positives. Needs more investigation.
[D11] [UI] Fixed property field and define issue in Vitals classes.
[D11][OPTIMIZATION] Sound occlusion interval brought down
Added game.GetAmmoTypes() - returns table of ammoID = ammoName
Added game.GetAmmoData( id ) - returns AmmoData struct of given ammoID
Fix some interactions not working because there's no fog of war setup at the moment
Updated some wallbanger stuff
Job markers now show failure reason text
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[D11][OPTIMIZATION] Skinned mesh collision ray casts vs the bone nodes rather than the skin which is much too slow. Selects the bone node which is perpendicularly closes to the ray. Lets see if QA see any major problems. The arrows "sticking out" are probably going to have to be re-thought.
Frontage rebuilding is faster but still slow.
Show collect job task markers.
[D11] [UI] Vital Info notices now update from the list so they can be enabled/disabled at runtime. Disabled layout element height animation while investigating layout build optimisations.
[D11] Small translation change
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Show max capacity values on storage UI
[D11] Initial check-in for new style Frontend
[D11] [UI] Changed pie wheel texture filtering to bilinear to address visible artifacting.
Allow multiple location status events to be active at once. Server needed this to support missions being run by multiple players at the same time with active checkpoints in the same spot. Players could end up with someone else's trigger "on top", preventing them from triggering theirs.
[D11] DTLS reliable-order retransmission max attempts. Fix for orphaned connections causing large outgoing network spikes.
Fixed PixelChunk center of mass calculation
Fixed hunters jacket skin mat
Better culling distances on the topside.
Restore checkpoint mission types.
Round-based code fix. I think that "StartTrigger" is meant to be there for both
Added a new dev bool to the WiseGuysTools window for fast testing: "Bill B's dev testing mode". Also added WiseGuysTools param access to WiseGuys.cs, allowing for checking params without #if UNITY_EDITOR flags everywhere.