111,846 Commits over 3,928 Days - 1.19cph!
Convert MeshLOD to LODGroup
[D11] [UI] Integrated Quick Chat wheel into new radial menu system. Added components for playing sprite animations without requiring animator. Adjusted Quick Chat visuals to more closely match other radial menus. Removed animator controllers and animations that are no longer used.
[D11] DTLS server will now attempt to load certificates and private key from disk.
[D11] [UI] map fixes - made the coordinates refer to the cursor position, the focus on player button will now position the map correctly
Fix for monument spawning
[D11] Client now gets DTLS certificate and private key from the server connect request when available.
[D11] Manage the download cache to max of 1GiB, should also handle cache reduction and make editor emulate it too, increase persistent storage on XboxOne to 1GiB
[D11][UI] Created right stick move events. Enabled Movement between loot panel and inventory via the right stick
EAC SDK update, second attempt
[D11] DTLS server peer connection info filled-out, and some packet recording stuff in DTLS client.
[D11] DTLS network API 'read' implemented. Game now functions with single client connection.
Various miltunnel fixes & optimisations.
Toggled IsDynamic on all cargoship lights; updated prefab
Added IsDynamic toggle to lightoccludee; currently only disables culling via occlusion
Preliminary light culling added to the mil tunnels.
Fixed broken flares in the mil tunnels.
Cloning vat fx improvements.
Fixed fumes & sparks in tunnels.
Removed light component hard requirement from light occludee
[D11] Changing sorting on Door KeyCode actions (So that Lock/Unlock are ahead of ChangeCode)
[D11][Tutorial] Tutorial objectives is now it's own class/gameobject, removed title and changed sub text colour, updated tutorial events
Changed instancing variant stripping to keep all
Addd Tools/Textures/Texture Array Creator
[D11][UI] Added more information to the sleeping player stats screen
[D11] [UI] changed the health bar to be green while you're attacking an creature but not while it's an object
[D11] Autosprint enabled for noclip, Auto-reload if ammo unloaded
Updated neutral_dungeon_lighting prefab
Enabled instancing path for deferred mesh decals (testing)
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
Fixed broken deferred mesh decals
Fixed indirect light flickering on deferred mesh decals
Removed unnecessary options from deferred mesh decal shaders to speed up compilation
[D11] Item quick actions on multiple items are now sorted after being combined, rather than only per item (eg with a door and a keylock together). Removed Photo Mode buttons, and added a small delay to popups opening. LookAtTooltip now updates when secondary actions are performed.
[D11][UI][#792] Fixed issue with splitting stacks inside gambling wheel
Removed non MRT blending fallback paths
[D11][UI][#935] Added navigation options for empty weapon attachment slots and fixed crash when attempting to remove an empty weapon slot
[D11][UI][#902][#928] Moved to sleepingbag popup definitions to popupsystem to avoid issues with sleeping bags
[D11] [UI] Fixed missing method in PlayerCorpseStatPanel
[D11] [UI] Fixed soft lock when opening in-game options menu with corpse player stats page open. Fixed certain menus forcing the player to stand up when being opened.
merge from heavyscientist
ch47 landing behavior
fixed ch47 LOD3 having wrong material indicies
Added wave displacement option to core/foliage
Added overgrowth_floating material
Split water shader library into a few more parts
[D11][Tutorial] Fix for helicopter bullets not hitting player, finished and cleaned up craft pistol objective
Ship exhaust.
Ship style2 deck lighting/fx WIP.
[D11] [UI] fixed some PS4 only define problems with the new UIHUD