111,537 Commits over 3,928 Days - 1.18cph!
[D11] only call SetD11 when bulding from Jenkins so that local modifications can be used. I think I had broken the server build yesterday as it didn't actually apply the basic server/client defines in the player build, only the bundle build.
[D11] remove old switch "D11_NO_ASSET_PRELOAD"
viewmodel arms fbx, layer mask, edited salvaged axe prefab for test
[D11] Added some missing metas.
[D11] [UI] Hud texture tweaks
merge from d11_console_version
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
[D11] frontend/bootstrap integration WIP. LoadUI is now only for in-game UI, the frontend does not depend on it, achieved by inlining "UITopBarCarousel&Navigation.unity" directly in the scene.
[D11] defer all define setting to the Switch class to make sure the defaults are only specified in one place, remove redundant setting in build and buildassetbundles.
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
[D11] Fix for object use commands being possible with certain UI open, and prevent multiple inputs when holding a button on the keycode entry UI
[D11] test - seems like changing scripting defines in quick succession to different values can cause indeterminate results from building.
removed batching scripts from props on style2
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)
▌▅▆_▌▉▇▍▋▇▊▋▌▍: ▆▆▇█▅ ▇▋▅▍ ▊▅▍▆▋▉ ▊▉▆█▆██▇
Tweaks to AI at the cargo ship.
[D11] Remove an old test scene from Build.cs & show loading screen instantly on any connection attempt from Main Menu
Fixed intermittent impostor indirect lighting on standalone macOS/Metal builds
Fixed occlusion culling on standalone macOS/Metal builds
velocity getters for ch47
Fixed fast/underwater blur on Metal
[D11][Tutorial] Few missing local server defines, enable loading scene again ,stops the double scene loading
[D11][UI] making the Inventory screen look like the mockup (in progress)
[D11][AUDIO] Next lot of audio asset fixes.
Adding a merged server collider mesh for HAB
[D11] Disable automatic D11_UI_MOUSE define
Additional script define logging for jenkins
[D11] New server logging now has verbosity levels applied, and the HTTP request API logging uses the same JSON target call.
D11_LOCAL_SERVER define to get local server working
Temp change to texture quality to skip running out of memory
[D11] Removed spaces from between defines
Added defines for D11_PREPROCESS_PREFABS and D11_ENABLE_LOD_STREAMING in case we want to turn them off
[D11] Added D11 defines to asset bundle builds
[D11] [UI] Added new map file to the maps asset bundle
[D11] [UI] fix for compile error on server build
SAM Site turret pitch anim limit increased
Added bones to the hierarchy defining tubes positions
Merge from d11_console_version
Added information about which prefabs have preprocessed versions to the game manifest and updated building/loading accordingly
Tidied up "Switch" menu so it works on non-standalone platforms and supports various D11 defines