121,153 Commits over 4,018 Days - 1.26cph!
[D11] Structures/Rocket_factory_building LODs
[D11] Latest prefab pool shrinker (now realtime, as prefabs are pushed back to the pool), latest entity cache changes (small optimisation), latest prefab stats (optional on +world.prefabstats 1 commandline) also makes clientside entity caching optional with world.networkcache 0 commandline)
The prefab shrinker will now be creating garbage... I have not yet profiled this on console.
[D11] [UI] Fixed player performing the attack animation with a held entity if that entity is broken.
Merge from main/hdrp/merge-fix
[D11] Updated assets with old RendererLOD scripts to LOD Group component
[D11] Added _DetailAlbedoMap_ST property to vertex material shader
Fixed GameObjectRef instantiation
Rebuilt ShopMarkerCluster to fix new scaling issues
Cherry picking
41761 (inventory.copyto for devs / admins)
[D11] Assets\Prefabs\Deployable LODs (not including skinned mesh assets)
[D11] Stop resetting the previously selected button when opening Main Menu
Ice lake LOD's upto LOD3 with vertex colours on final LOD
merge from /water_transfer
Added a revert changes to jenkins before we do a checkout to clear out any pending changes (checking out while files are changed won't update existing files)
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Reworked hit IK processes - instead of calculating an up, just lerp between two transforms (eg. left0, left0hit, etc)
Clear loot timers if needed when closing inventory
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Vehicle editing UI and vehicle lift changes, WIP
Fixed console system code generator
Can now spawn chassis with appropriate resources
Refactored IK controls into a new component (removes a lot of unneeded fields on held instruments)
When equipping an instrument, reset all bone scales above spine2 to 1
Fixed deploy mesh disabled on Bass guitar
Switched to LODGroups on: Tuba, Bass, Jerry Can Guitar, Cowbell, Tambourine and Trumpet
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
Fixed drumkit player animator override missing some animations and defaulting to trumpet poses
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Increased bone influences to 4 per vertex in all quality modes but potato
Fixed graphics quality slider range
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit