111,841 Commits over 3,928 Days - 1.19cph!
[d11][Audio] Added reverb to supermarket, storm drain, sphere tank. Reworked Tunnel reverbs with new system.
[D11][Tutorial] Fix for Issue #399, added a small frame delay so player ragdoll doesn't fly off
[D11][Tutorial] Fix for issue #455, objects with BaseOven were not starting a fire due to burnable itemdef comparison
[D11] D11_Frontend shouldn't reference company logos at all. Not sure if I forgot to remove this before or it got merged back in.
[D11] [Tutorial] Update to tutorial map
[D11] [UI] updated the my games screen to the non gradient style, and updated the header and nav bar images to look better across a variety of backgrounds
[D11] [UI] Changed Leaderboard "Firearm Kills" text to say "Ranged Kills" as requested by Design.
[d11][Audio] removed old method timing/capsule based reverbs and added detailed reverb.
Merge from asset_bundles_4
Don't throw error when asset bundle that is part of asset bundle manifest does not exist
[D11] [UI] Uncommented the things because its screaming at me for more local variables
[d11][Audio] Reverb added to rocket factory interior
[D11] [UI] Commented out local variables associated with the debug log I commented out earlier.
[D11] Design request - increase lookatradius to 0.4
[D11] [UI] Fixed death screen staying open in certain cases where player would respawn too quickly. Commented out log that was causing errors when connecting to server.
[d11][Audio] Fixed missing reverb volume and trigger assignments.
[d11][Audio] fixed missing reverb volume and reverb trigger assignments.
[d11][Audio] Added reverb to Portacabins
[d11][Audio] Office Interior detailed reverbs added
[D11] missed this prefab change from
31600
[D11] [UI] updated the find join servers to the non gradient style, and made some other elements consistent across screens
[D11][UI] Disabled unnecessary layout groups in UIinventory scene. Removed unneeded item icon alpha tween
[D11] [UI] Removed unused local variable.
Fuel Gauge materials and texture set up.
BuildPrefabs / BuildModding ifdefs
Server bundles assets it does not need into content.private.bundle (ignored by upload)
[D11] [UI] Removed animators from UI components in favor of tweening system. Menu animation handler now uses tweening system for consistent menu animation styles.
[d11][Audio] Detailed reverb for launch siate range interiors and lift cabins
[d11][Audio] Added more detailed reverb zones
[D11][Audio] More detailed reverb zones added.
[D11] [UI] re-added the wip icon which accidentally got deleted because it got detected as a name conflict
Steam & liquid/oil pfx prefabs.
Fixed fractional camera scrolling breaking accumulation buffer
adjusted Chinese lantern audio volume
Power Plant puzzle fix attempt
Cleared more redundant work
Halved post-opaque depth texture size/bandwidth (testing)
Improved shore transition quality and detail
Increased high frequency wave scale
Tweaked shore fade
Small refactor to avoid redundant calcs
re-enable power curve on y-axis aiming controls
Attempted to make D11WorldSpawn stick to a 0.5ms per-frame time budget
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Don't spam exception tracker with "[Physics.PhysX] RigidBody::setRigidBodyFlag"