193,454 Commits over 4,079 Days - 1.98cph!
Sounds can use higher quality fades (reduces discontinuity artifacts from quick fades)
Instruments fade sounds out using the sound’s voice limiting fade time when stopping extra notes
Immediately recycle sounds when FadeOutAndRecycle is called and the sound isn’t audible
Instrument fade time and volume tweaks
Fix flute using the guitar deploy
Tundra foliage spawner progress
Fixed footsteps missing / stop when the player is culled
turret weapon reloading and target handling
fixed SAP muzzle rotation
Removed defines from Terrain sampler SF; now controlled by shaders / lod dependent
Added shader lods for variable quality to HDRP/Custom/Terrain shader; cleaned up passes
ASE shaderlod support + updated our custom Lit template
fix crash that occurs when dx9 wireframe shader has the envmapsphere fllag
[D11] Fixes server compilation error
[D11] Latest networking changes
[D11] Particle system optimsations
[D11] + More prefab fixes and adjustments (Props)
Testing a baking method...
[D11] + Few prefab fixes for the server and in general
Set of new greybox cliffs to test out new cliff placement algorithm
[D11] Fixes player rotation issue.
[D11] + Airfield added the SLOD accidentally hidden
[D11] + LOD's adjusted for server (Airfield) + scene to prefab
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[D11] [UI] Localisation fixes.
Merge from Nov2019 update
Load objects we're going to load in one big fat ass block instead of individually
FilesystemWarmup, PrefabPoolWarmup - load assets via ObjectList first
Fixed glass of ignited lanterns invisible when viewed through reinforced glass windows
[D11] + Prefabs adjusted so that they are unhidden, multiple scene to prefabs
[D11] [UI] Localisation fixes.
Added Filesystem.LoadAsync
export symbols to be used by serversecure but properly
Added world grid to client lod.prefab
Load skinnables via ObjectList
[D11] + Bunch of prefabs that shouldn't have been hidden unhidden + Water_well_a scene to prefab
Incremental GC + stepped forced collection at 380mb+
[D11] + Another floor.grill prefab adjusted
[D11] + Parts\static\floor.grill - Adjusted prefab as it was causing issues due to being hidden
[D11] + Trainyard - Unhidden assets that shouldn't have been hidden
[D11] + Issue 3054 fix - Getting trapped in a hole inside the Junkyard
[D11] Harbor_1 SLOD, Powerplant SLOD + few previous SLOD corrections