111,881 Commits over 3,928 Days - 1.19cph!
Added FX/Additive Billboard for Petur
Rig2 lights turn on and off depending on the time of day.
Light quad imposters to Rig2 lighting prefab.
Added optional toggle fade w/ adjustable duration to AmbientLightLOD; off by default
removed problematic cover point
ch47 crush trigger
cover handling
Cheapo unlit GPU billboard shader.
Related mats.
Added ProgressTime to water system; useful for debugging
Fixed black regions on horizon when looking up through the waves
cover state reload improvements
spas12 stock downsized to 1024 (saved extra 10MB)
Downsized spas12 and splash foam textures to max 2048 (saved 105 MB)
AI cover logic for reloading
intelligent reload logic when low ammo
Exfil state allows shooting
pick unique engagement points if possible (flank)
do not finish an entire burst if line of sight lost
pick unique roam points (no more bunching up)
smaller radius for obstacle avoidance (pass eachother on stairs)
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting
Rig2: Spotlight cull popping fix.
Rig2: Hero light meshes have very long range visibility.
Rig2: Increased some light cull distances.
Fixed a bunch of light fixture mats not being GPU instanced.
Tweaks to crest foam; replaced foam array with matt's
[D11][Tutorial] Signal flare now stops on player loot of supply drop
Refactors FE SFX a little.
Adds in looping sfx when finding a game.
Refactors how the FE SFX work.
Adds in looping SFX whilst finding games to join.
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