255,444 Commits over 3,990 Days - 2.67cph!
more UI WIP rework,
replacing fade animation with leantween alpha
Stopped timer from flickering at the end of a replay
working fuel gauge and hand IK
Made it easier to view production leaderboards in editor
Started on documentation generation
Finished off basic DocGen
Added horse mesh to collision in testridable and wild horse
Added new horse to testridablehorse prefab
[d11][Audio] Improved some of the map audio assets. Improved UI mix. Made the exterior reverb slightly drier.
Fixed water purifier disappearing after going out of network range
[d11][Audio] Removed a click from the radial open wav file. Improved the Overall Mix of the UI sounds post- normalisation. Improved Mix of crafting sounds/radial menu
horse footstep max voices
horse LODs + RendererLOD
minicopter fuel gauge setup
[d11][Audio] Normalised all UI assets. Mix Pass via Sound Defs to compensate.
Renamed aiming inputs for keyboard
Bindings revert button only applys to current page
[D11] move the MeshOccludee setup (renderer extraction, obb calculation) offline, so t doesn't happen at load time (or run time, e.g. slods ask MeshOccludee to register and unregister from the occlusion system on the fly)
[D11] Fixed another instance where the main menu could get stuck in an unresponsive state, and fixed the blur potentially being stuck on screen when getting forced back to the title screen
[D11] [UI] Local chat support for Quick Chat Wheel.
[D11][OFFSCREENPARTICLE] Switchable via convar offscreenParticlesEnable
[D11] Prevent duplicate stat entries on player inspect screens, and always attempt to show 4 entries (unless a player literally doesn't have 4 in a given category yet)
[D11] [UI] Fixed pie menus being susceptible to crashing when opened while pushing the "move" thumbstick in a direction.
Improved skinning on mane
SendNetworkUpdate_Position profiling
Disable league promotion checks in MMF games
Fixed performance issues caused by DateTime.Now
More various stuff.
All new light fixtures into the asset farm.
[D11] [Audio] Changes the way the ADT sample code brings up and tears down threads... This at least makes sure that the Capture thread does actually stop... the Render thread somehow already managed to stop but I've changed that around.
Despite these changes I'm still seeing edge case crashes in a M$ .dll with no symbols... not exactly sure what this is.. it looks like its some .NET reference to an object that's been destroyed maybe as its happening when we pull the headset when its rendering.
Hijack nullref check
speech
Merge branch 'master' of SpaceUsurperUnity
Stuff spawned with entity.spawn always faces the camera
Separate leaderboard version for dev builds
[D11] Fix for network byte data telemetry overflow for max signed int (just over 2Gb).