112,243 Commits over 3,928 Days - 1.19cph!
[D11][Tutorial] merge with latest #
35060
[d11][Audio] Fix for Bradley APC streaming error warnings
Fixed rogue unknown component in tree system, updated manifest
[D11] Fix for config B swap
[D11] Revert Jordans Change
[D11][Tutorial] Locked HUD scaling in tutorial, scaled up vitals
[D11] Enable Win64 client builds for Greg
[D11] Standalone win64 client D11 build - jenkins changes
[D11][Tutorial] Renamed display name for complete objective task tutorial action
[D11][Tutorial] Item stacking full check now done after stackable amount check
[D11][Tutorial] Fixes for issues #1970, #1681, changed tutorial event kill action to only single use and added fuel container check for issue #1116
[d11] Async skinning. Broke, reverted back to sync skinning to keep things going.
[D11] [UI] Removed auto-sizing from hint text. Fixed hint translation for Audio Mix going off screen.
[D11][UI] [#2021] Weapon attachment slots should display correctly
[D11] [UI] Fixed mild spelling and grammar issues in audio setting hint translations.
checklist progress backup
dunes model update + lod chain
[D11] Fix for debug camera (side effect of disabling mouse)
chainlink fence 3x1 LODs/COLs/Prefabs
excavator scene update
[D11] DTLS native logging now available in the release plugin for the server.
[D11][Tutorial] Added D11_FINAL_BUILD to client+server builds
[D11][Tutorial] Fixed overlapping issue with tutorial objectives when opening inventory
[D11] Checking in before merging with main. Need to merge as server protocol has changed.
[D11] UI wardrobe malfunction fix
prefab'd the rest of the excavator structure
pre set dressing scene organazing
[D11] DTLS allow self-signed certificates with the release plugin for local server dev convenience.
[D11] Support for win64 standalone D11 build
[D11] Update to latest version of LiteNetLib
[D11] Generate build features and pooled strings JSON during build for use in Rustworks.
Rocketlauncher
Pump source textures not as massive.
Fixed race condition in skin unloading that could corrupt loaded skins
Git is better than plastic
excavators LOD files, Colliders files
placed splitter, updated railway placement and buckets
stairs across structure
[D11] [Tutorial map] Updates to map
Exception reporting logic
Removed ReflectionProbeEx/Resources/Skybox as the shader was causing corrupt asset bundles on Windows and Linux (Vulkan compilation error)