111,771 Commits over 3,928 Days - 1.19cph!
rotated version of the siren light for helk
[D11][Audio] Finished Setting up Sound Defintions with new float volumes to match changes to mixer.
Native path optimization test
Enabled gerstner shore attenuation; affects displacement
Removed previous test rowboat test and updated proper instead
[D11] [UI] Fixed leaderboards toggle filters/shown not updating text on the navigation bar. Fixed leaderboards button not working.
[D11][Audio] Fixed issue with mixer exposing parameters that no longer existed.
[D11] Prevent planning commands from going through when any menu is open
[D11] Options menu is now available again from in-game, more WIP for MyGames
Added new rowboat wake test
[D11] [UI] Added community hub to correct screen with static buttons active and temporary dynamic buttons for testing purposes.
[D11][Audio] Mixer Updated to latest design, Sound Class mixer assignments set up
[D11] Proper compile guard
[D11] Support for first achievement on xb1 (Ex-hemp-lary)
[D11] chat wheel is now disabled when not open, removes some canvas updates and some animator updates
[D11][TUTORIAL] Added highlighting of food during find food objective
[D11][UI] Server type selection menu added
Added about server page
Added placeholder rust credits screen
[D11] Server memory monitoring updates.
Undo exclude_renderers changes which are now unnecessary with Rob's changes to strip out unneeded shader LODs
Change foliage billboard shader back to use D11_INSTANCING_ON (although it doesn't seem to work but we're not using this code path atm anyway)
VFXManager.asset converted back to text (not sure how it ended up as binary)
Update quality settings for 2018.3 (adds asyncUploadPersistentBuffer)
Use native graphics jobs, enable vertex compression on all components and disable unity's static and dynamic batching
Disable renderer batching because it's incompatible with mesh streaming, requires readable meshes and uses lots of memory we can't afford
Added a null check in SoundDefintion.cs because it was causing problems during asset import sometimes
Removed 'log synchronous requests' because it doesn't actually work
Enable vertex compression and streaming on baked mesh assets such as those painted with vertex tools pro (monument interiors use these)
Fixes for switch.cs to respect requested target
Use release configuration for PS4 debug builds (but still enable script debugging)
Attempt at fixing refraction breaking w/ some backdrops; e.g. hobobarrel vs beam
siren light and airfield version for petur. prefab/materials and lods and col
[D11] fix for in-game options menu starting off enabled. Once you opened and closed it, it would be disabled, but until then we would be processing it all the time, just not drawing it since the alpha was set to zero.
[D11][TUTORIAL] Removed unused script from object
[D11] move the save game routines into bootstrapd11 as it was still in the frontend - can't have been working correctly in game (probably doing nothing due to null checks)