200,695 Commits over 4,171 Days - 2.00cph!
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Wires have 50x less verts
wip formation verification
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Tweaked LOD distances
Enabled culling on objects that did not have it
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
FOR FUCK SAKE camera effect (fixed jittering on UI element), readjusted some materials
!A unity cinematic effect
Started work on AI Missions
reworked team material colour code, set values
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Scene2Prefab (sphere tank, fixes missing barrels)
fixed potential NRE in ItemTemplate OnValidate
FOR FUCK SAKE colors/lighting
CraggyIsland radiation sphere test
Fixed player preview rendering white
no radiation spheres on client
Animal skin prefab cleanup (memory usage)
Fixed UpdateLoot being called from other players
FOR FUCK SAKE textures
!A optimized tile model
hold space when running in editor and clicking loadouts to load both teams into the board for debug
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Added find materials tool ability to filter by keywords and find assets that reference a material
Fixed player preview not rendering
initial implementation of console commands
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console commands can now take a string and notify the user if it was invalid
maybe fixed player joining game message
Master server stuff, database to mySql
lots of database backend cleanup, factions boilerplate, ui rework
* More checks for ISteamRemoteStorage item updates on srcds workshop
Automated Linux Build #526