121,246 Commits over 4,018 Days - 1.26cph!
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
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[D11] nope. revert previous commit.
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
[D11] rebuild manifest with the non speedtree assets updated
[D11] [Audio] Ambience optimisations
[D11] [UI] Fixed PS4 Quick Chat on PS4 opening with back button rather than touch-pad in controller config A.
[d11][optimizations] Some npc footstep work/potential bug fix for something found by greg
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Diesel now costs 300 low grade
Tweaked some sell order costs
Excavator belt trigger adjustments
[D11] [UI] Return out of HUD update chain if HUD base visibility is false. Changed performance UI Canvas setup, attempting to reduce layout rebuild costs.
Merge from force_triggers
Fixed Diesel_Collectable prefab ID
[D11][OPTIMIZATION] Varius async raycasts enabled
Added per-layer metallic property to terrain shader
Integrated metallic to terrain fetch
Updated terrain sampler SF and related shaders
[D11] merge in newer non-st trees (introduces ASE dependency but will add that next)
Put export panel back together
Changed terrain atlas/array generator to accept packed metal_height_ao_gloss maps instead of separate spec and height maps
Generated new terrrain texture layer arrays
Updated terrain sampler SF to match atlas changes
Updated terrain shader; cleaned up deprecated material properties
Deleted another deprecated shader
[D11] [Audio] Ambience optimisations... WIP Checking in as I need to merge in latest from main branch.