122,284 Commits over 4,048 Days - 1.26cph!
[D11] [UI] added buttons to the player info widget and linked it to the rust credits screen
[D11] DTLS plugin updated with root certificate support.
Only preprocess batchable meshes on the client side
Add warnings if trying to change importer settings during play/build
[D11] DTLS Unity testbed updated with latest plugin and Rust updates.
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[D11] DTLS SSL context creation now accepts optional root certificate to use for CA validation. Updated windows console testbed for testing.
[D11][UI] Vending machine Loot Panel Changes [WIP]
[D11] [UI] Fixed Quick Chat animation bug when player closes menu mid-animation.
[D11] Sick of this change
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Fixed Cap culling after LOD0
[D11] Support for per PagedUIPage rich presence string with timer - not yet enabled on console
Pistol cartidges not so matte anymore.
Muzzleflash test scene stuff.
bunch more ai work
ch47 dismounts one by one
Cleared the old v2 light fixtures folder for merge unfuckery.
Adjusted the cargoship exhaust for some of those 2fast2furious turns.
Disabled light occlusion culling on the cargoship until it's made dynamic compatible.
military_tunnel_1 for merging.
Muzzleflash test scene & some files.
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Merge from d11_console_version
Rig2 light culling & distance improvements.
[D11] merge cl
30985 to fix initial spawning problems
Merge with d11_console_version
Fix for procedural instancing instance ID on PS4
Add D11DynamicInstancingGpu component to camera
Use gpu instancing for building blocks
Added D11DynamicInstancingGpu
Add support for InstallInBuildFolder
Fix for missing Profiler.EndSample
Fixes for GibbableAttribute
Fix for World.GetRange calculation on LODGroups
changed epsilon value for Quaternion.EnsureValid because float.Epsilon seems to be too small and is causing asserts in debug builds of Unity
[D11] Remove WIP icon from Sharpening button
[D11] Reduced the Collision skins meshes.