111,315 Commits over 3,928 Days - 1.18cph!
Fixed billboard shader on Metal
Probex ortho basis for Metal (still needs work)
Subtracting
28525 (LightmapSettingsManager::CheckSettingsConsistency crash)
[D11][UI] Added missing prefab and fixed issue with editor build settings
[D11][WIP][UI] New front end system (use D11_FRONTEND to enable)
Paged UI implementation
Crafting and inventory screens changes.
Placeholder icons for button prompts
Additional UI WIP Files
UI Control is now based off the analog stick instead of the D-pad
Implemented D-pad events and rename facebutton events to be clearer
Merge from unity_2018.2.7
[D11] Some more debugging of commandline stuff
[D11] Some fixups for d11 console build
[D11] Turn of console builds
[D11] Debugging why MINIUDP is getting passed
[D11] Add a new Jenkins build method for D11
Fixed NRE in ReactiveAimsAtTarget.
[D11] Use a different version of unity for console
Fixed NRE properly this time
Fixed impostors NRE on unsupported platforms
sam site turret base files before anim/rigging
Reapplying changes from unity_2018.2.0 branch
Anim events, worldmodel game prefab
[D11] [UI] updated aesthetics for the compass, voice chat icon, hint banner, HUD notifications
added thus far inert UI elements for base stats, coordinates, stance display, pinned recipe and inventory fullness indicator
[D11] [UI] Wrapped "VitalPreview" code inside #if CLIENT define, updated texture and added materials for vitals bar elements. Code adjusted to match in-game HUD requirements for proper implementation.
[D11] Take it back out for now
[D11] Try adding PS4 build and use proper root so we can poll
[D11] Client auto-bot stress testing, for simulating multiple remote connections from a single client. Enabled with D11_CLIENT_AUTO_BOTS, and f5/f6 at runtime.
Re-enabled impostor shadows + couple of small tweaks
[D11] Change to checkout scm so we can poll
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
Disabled impostor shadows for now; needs single-pass cascade fix
Fixed sqrt related warning in foliage billboard shader
Fixed impostor shadows not showing on all cascades
Optimized and restored impostor shadows for primary light
Updated Sky Dome prefab
Moved impostor rendering to command buffers
Disabled impostor shadows; fix for fps issues when near gunfire, campfire, torch, etc
Added LightLOD to all shadow casting lights in radtown_small_3
Scene2prefab radtown_small_3
Added LightLOD to all shadow casting lights in bunker_rooms_dressing
Scene2prefab bunker_rooms_dressing
Added LightLOD to all shadow casting lights in airfield
Scene2prefab airfield
Added LightLOD to all shadow casting lights in water_treatment_plant
Scene2prefab water_treatment_plant
Added LightLOD to all shadow casting lights in launch_site
Scene2prefab launch_site
Added LightLOD to all shadow casting lights in trainyard
Scene2prefab trainyard
Added LightLOD to all shadow casting lights in powerplant
Scene2prefab powerplant
Scene2prefab military tunnels