branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
Game-side changes to support exposed MeshRenderer mesh ptr, remove MeshFilters during prefab preprocessing
[D11] copy the Assets\Content\UI\Menu folder from latest on 2019.1 branch to fix some guid changes caused by a previous merge.
Disabled probe volume stuff
[D11] can't really have this error due to needing the scripts to compile in order to be able to use the Switch menu in the first place
Fixes for foliage shaders
[D11] update climate code, had to switch off D11_OPTIMIZE_CLIMATE as the main branch version has changed substantially. This fixes one of the per-frame shader output width warnings too.
Kill off a VERY slow GameObject.Find in the HDRP package
[D11] trying to fix some broken tree references - copied latest versions from main/hdrp
[D11 cherry pick
39961 to fix pink row boat etc
[D11] autoslod materials, one of them hadn't been converted to the new hdrp compatible shader.
[D11] sync some other water related materials with FP's main hdrp branch.
[D11] synchronize water with FP hdrp branch, obviously WIP but they are now setup the same.
[D11] remove some old tod components
[D11] fix for the "UpdateAll must be called first" error spam
[D11] synchronize some settings from the Facepunch HDRP branch to bring the sun/sky etc more in line.
[D11] move water rendering issue to beginFrameRendering to avoid engine crash.
Move instancing to beginFrameRendering instead of beginCameraRendering and remove the deferred BRG stuff which should no longer be required
Fix for color tint shader graph name issue
Fix up occlusion depth copy for HDRP
Added RenderBeforeTransparent callback
Defer BRG destroys
[D11] merge from foliage upgrade branch - this includes switch to hdrp/srp packages 6.9.1, ASE version 7.0, shader fixes for tangentToWorld<>worldToTangent name changes, and latest foliage shaders. Also merge shelf 2741 to defer BRG destroys.
[D11] update to new hdrp rust sky setup (not quite right, clouds don't seem to be working, but this should fix some problems we're having with the intermediate sky system on the newer hdrp packages)
Fix for instancing/occlusion when booting from procedural map
Fix for booting from Procedural Map.unity AGAIN .. nobody wants to have to navigate the menus every single time they test something do they?
Removed missing components from camera prefab
Don't use automatic gfx api on linux/mac
Remove unnecessary worldspace position on LOD fade shaders
Fix for linux/mac graphics API
Merge from d11 2019.1 branch
Fix for LODDitheringTransition
Added AssetUsageDetector plugin
Use github version of SRP package
Disabled OpenGL on Windows builds
Disabled CollectNestedPrefabs in prefab preprocess for now, it was causing an issue
Fix unlinked reverb zone trigger colliders
Disable world spawn timing in final
Improved LODConveter warning so you can find the object by clicking on it
Merge from d11_hdrp branch