121,138 Commits over 4,018 Days - 1.26cph!
Nested prefabs in Scene2Prefab are optional and currently disabled (sometimes getting an infinite reimport loop when changing a child prefab... Unity bug or library issue?)
[D11] [UI] Fixed loading screen microphone check not showing when microphone is not plugged in.
[D11] [Audio] Checking in WIP
[D11] [UI] Moved facepunch comment inside correct define.
Grass tweaks
Oak atlas map
[D11] [UI] Spam check no longer increments after each message even when sending messages slowly.
[D11] put previous change behind defines
[D11] Proper fix for win64 client assets
[D11] [#2264] Npc vending machines will split up items they are selling when vended
[D11] [Audio] Checking in WIP
[D11] [Audio] Checking in WIP
Arcade machine rotation fix
[D11] [UI] Tweaked spam variables. Added translation for kick warning. Fixed LookAt Tooltip error.
Fixed sandbag barricade skin not applying
Foliage shader colour, wind
[D11][OFFSCREENPARTICLES] Turned off camera debugging
[D11] Jenkins Linux debug server defines fix. Modifications to the asset stripping for Jenkins (not yet enabled).
Scene2Prefab now maintains nested prefab links (faster prefab rebuild, much smaller prefab size, slightly faster loading times)
Fixed Scene2Prefab hierarchy flattening not doing anything
[D11] - Cosmetic UI tweaks / Texture size reductions
[D11][#2265] Fix for server rockets exploding when fired
[D11] DTLS networking Linux and PS4 valid socket read timeout error handling.
Fixed skins not applying to concrete barricade
[D11][2258][[PS4/XB1] Fire effect appears through objects] Using the wrong depth sample buffer.
[D11][OFFSCREENPARTICLES] CPU/GPU particle scaling work
[D11] [UI] Fixed look at tooltip not correctly showing collectibles and other items.
[D11] Win64 client asset build fixes (hopefully)
[D11][#2218] Cherrypicking r35682 for key lock deployable
[D11][UI][#2267] Fix for survey charge notes not showing
[D11] Temporarily disabled asset stripping from the debug Linux server build to isolate the problem.
Asset farm scene.
100k lux, 6000 kelvin sun profile test.
Nixed the oldest fake volumetrics from ceiling/search/siren lights.
Asset farm progress.
Naming consistency fixes.
Added another threshold for shore foam control (far) + distance blending + distance fade
Toned down shore foam significantly using new controls
Deleted some shaders we don't need anymore
Temporarily fixed some shaders to prevent compile errors
[D11] [Audio] Checkin WIP