98,406 Commits over 3,683 Days - 1.11cph!
Fixed LODConverter working on root obj not current obj
[D11][Tutorial] Fix for issue #1033, refactored objective system so previous task animations no longer interfere with new tasks
[D11][Tutorial] Tutorial setup now occurs earlier
[D11] Clients can now time themselves out if a server isn't responding, and servers will now timeout unresponsive dead players as well as living ones
[d11][Audio] Created brand new reverb presets ready to apply to structures etc.
Fix up pool mode 2 in D11WorldSpawn
Ensure RandomDestroy stuff doesn't end up in D11WorldSpawn (not safe to pool)
Make the ReverbZoneTrigger keep the ReverbZone component around
Better window fix
Blocked players accessing oilrig vents
[D11][Tutorial] Added new scenes to build settings
[D11] DTLS reliable-order traffic fixes and improvements.
oilrig portacabin window fix
Added water culling volume to cargoship interior
Frontend SFX trigger overhaul
[D11][Tutorial] Fix for issue #998 old task list no longer shows after player dies
[D11][Tutorial] Updated craft pistol objective highlights to use the new highlight method
Fixed intermittent indirect lighting in deferred decals
Added physics.ragdollmode to set client side ragdoll collision mode
Changed physics.droppedmode to integer, now also support "continuous" (1) and "continuous speculative" (3)
[D11] [UI] server define fix
[D11][Tutorial] Set eoka pistol as high priority for crafting common list
[D11][Tutorial] Added tutorial options heading localisation string
[D11] [UI] re added the confirmation popup for profile switching
[D11][Tutorial] Implemented tutorial pause screen design
Improved LS tul culling volume (Hapis)
tweaks to ocean.mat colours
[D11] [UI] tidied up the player info widget and the profile switching on xbox
isDynamic on prefabs spawned on junkpile water (testing)
bugfixes
save++
protocol++
only spawn small oil rig
spawn oil rig away from cargo ship
ch47 land zone work
respawn work
Cargo ship / hull interior tweaks / split the interior mesh into smaller elements to help with occlusion
More work on instancing including support for decor patches and foliage and MaterialSetup
Fixed server not updating wave time (causing static junkpiles dive site markers)
Added client engine time to EnvSync + fixed wave time desync
Updated junkpile water prefabs
OilrigAI2 prefab - covers/movement setup for AI
Window blockers for lootrooms