112,641 Commits over 3,928 Days - 1.19cph!
Phrases
Streamer mode tooltip fix
[D11] Fix to prevent the Blur and Vignette show/hide tweens from overlapping each other and occasionally ending up with the wrong outcome.
changed length of hitch & trough's legs to protrude underground to account for hills.
[D11] DTLS heartbeat connection kick disabled for being over-zealous. Server 'safe' timeout read error log spam reduced to verbose.
health reduction for hitch post
increased horse population
protocol++
Improved perf on water system sample height (wip, first stage)
Moved revamp shader and shaderfuncs around
Renamed cliffs to HDRP/Custom/Cliff
Fixed compile errors and include files due to hdrp switch
Changed terrain sampler SF to ignore specular; set metallic to zero for now
Changed shore wetness sampler SF to bypass calc (for now)
combined hitch and trough models as per helks request. LODs/Gibs and Collision meshes also.
can't pick up sam sites containing ammo
fixed more reverted variables
Scene progress.
Small fab/mat fixes.
[D11] patch over some content changes, mostly sky/sun setup related
Merge from /main/env-shaders/world_art_revamp/premerge
[D11] [UI] Fixed sleeping bags dissapearing off map when moved too far away from player. Fixed duplicate marker objects being created.
[D11] [UI] Fixed Sleeping Bags showing for all players instead of owner. WIP changes for debris field/crash site map markers.
[D11] patch over some content changes, mostly sky related
scaled up minicopter fuel gauge, brightened indicator
Do away with the concept of static/dynamic AmbienceEmitters because the static world gets spawned dynamically now so adding all the emitters at boot doesn't work (it breaks when they are in pooled objects)
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
[D11][UI] fix for admin panel crash
Changed SLOD to use MeshOccluder, removed SceneLODObject component
[D11][#2365] Fix for the player preview been the rust logo when opening the inventory for the first time
[D11] [UI] WIP Debris field map markers implementation
Scene progress & prefab tweaks.
Added WeatherEffects boilerplate
Stripped TOD, LUTS from Climate
Fog works
[d11][offscreenparticles] Hopefully a bit more robust enable/disable via convar
[D11][#2341] Cherrypicked cs5700
[D11] [UI] Fixed error in gametip when current tip is null. Placeholder code in Helicopter Debris for showing debris fields on map.
[d11][offscreenparticles] Disable offscreenparticles via componenent. I don't think its robust enough.