121,051 Commits over 4,018 Days - 1.26cph!
Try moving pipeline into resources
[D11] Can now call important popups immediately to overwrite existing ones (ie for system messages).
The 'trying to connect' popup is protected from being overridden in this way.
[D11] User management xb1 update WIP
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations
Various light related.
Better exterior exposure.
Generic yellow SSS profile.
db shotgun worldmodel prefab lod fix
[D11] Prevent toggling weapons/items etc when viewing the stats screen of a dead/sleeping player.
Quick layout fix when showing the killer weapon of a dead player.
[D11][UI] Reenable f1 in editor
[D11] Update xb1 unity plugins to latest XDK
Organized the light fixtures folder.
Moved obsolete ones into /deprecated/ for phasing out.
Scene backup
fixed crate marker sending too many network updates
[d11][offscreenparticles] Disabled because of bad culling CPU
[D11] Reverting a couple of font material changes that seemed to be causing the faint white box image behind text
[D11] Fix for Frontend priority and focus messing up when forcing the menu back to Title Screen from ingame (usually caused by a profile sign out)
Fixed some shader warnings
Split Launch Site SLOD into 4x4
[D11] [UI] Changed Star texture colour to white so we can tint it manually. Changed Server Row favourite and lock icons to off-colour white for now to avoid colour clash with selection.
[D11] [UI] Fixed UI translation "PVE (Player vs. Environment)" not having ending bracket. Removed Team Chat proximity option from Quick Chat Wheel. Reduced fumes texture size.
[D11] [UI] art changes to piemenu
Paperdoll background clear fix/hack
Added eye_blinking and eye_movement convars
[D11] try to pull more stuff into the occlusion system - convert MeshCull into a LODGroup(2 state) + MeshOccludee setup (LOD grid is potentially redundant now), and where there is nothing but a "Model"+"MeshRenderer" (common to network objects), just added a MeshOccludee. Add debug option to OcclusionCulling "showAllInvisible" which helps identify exactly what is in the occlusion system by making them all vanish, though it doesn't work for instanced rendering which also uses the hiz chain.
Don't need to reimport shaders on build now (plus it didn't work anyway)
Underwater, Low Health, Hot, Cold
Added ScreenEffects
Hooked up radiation screen effect
[D11] Removed duplicate variable in SleepingBag.
[D11] [UI] Uncommented temporarily disabled menu tip code.
[D11] [UI] Adjusted translations for alternate control config menu tips. Loading screen now correctly shows tip inputs based on control config.
Merge from playeranimator_swap_test
Added cinematic_play and cinematic_stop
[D11] [UI] Fixed translation for certain loading tips to include alternate controller schemes. Fixed beds not having a map marker reference
Update ProjectVersion.txt