116,225 Commits over 3,987 Days - 1.21cph!
[D11] Disable SharePlay completely for PS4 BETA builds (NOT ENABLED)
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Fixed issues with UV transformation.
Fix upper body bone scaling not working on remote players
Finished system for multi-socket module UI
Removed machine gun module + manifest rebuild
Alarm optimization.
S2P Big Rig.
flute note start sounds
trumpet note start sounds
inventory.copyto now copies skins
Fix one off note instruments (drum kit) never resetting to not playing
Increased max notes on drum kit
Initial system to show the reserved slots in the vehicle garage UI (subsequent item slots used by multi-socket modules). Needs more work.
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Fix instrument camera freaking out when parented to an entity(cargo ship/transport heli)
manual depth of field mode
Added distance fade(downscale) option to foliage shader
Tweaked property names on some SFs
Fix misaligned tuba world lod
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Fixed perspective changes while holding instruments not working on non-admin players
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fireballs from kamakazi helicopters should never penetrate walls
fireballs should no longer slow movement through walls
Chassis/module item icon settings: Mipmaps on. Generated new chassis icons. Leaving module icons for now until we have final models.
Fixing UV transform errors...
[D11] + Wall_conc_300x300 possible fix for z fighting
[D11] Optimised particle systems in Prefabs\Weapons
Linking up the material packer, the mesh batcher and KDTree chunks.
Added foliage albedo multiplier to scene custom lighting
Added foliage shader toggles for global albedo mult and transmittance scale
Added print_foliage console command to print the batch count + vertex count of foliage
Added vertex count to print_renderers (and fixed problems issues with it)
Foliage can use up to 3 different meshes for LODs
project_gaea latest terrain build, increased ruggedness in the regions between coast and hills
[D11] + 31 objects adjusted for server
Merge /main/hdrp/foliage-transmission
Caves LODs up to Level 3 with vertex paint material on final LOD
Multi-mesh renderer LOD conversion - MeshRenderer.mesh changes
Try to avoid changing screen resolution when running autobenchmark
Created a test for the material packer.
[D11] - Industrial_bld_j - Glitching issue fixed due to too many materials being assigned
[D11] + Range_bank_drain_a - Z fighting fix