193,386 Commits over 4,079 Days - 1.98cph!
[D11] [UI] WIP Ammo wheel input fix on Bow weapons as well as Base Projectiles.
Moved LightEx processing to job system
[D11] [UI] Fixed Bota Bag description being incorrect. WIP fix for Quick Chat input not working on PS4.
[D11] [UI] Ammo Wheel fix WIP. Currently triggers both a reload and opens the ammo wheel at the same time. (Still needs prevention of reloading prematurely, AKA only reload on release)
[D11] pull the shadergraph package into our repository...because needed to apply codegen fix for ps4 (see CameraNode.cs, was doing a mtx44 * float3 mul)
delete some unused stuff causing errors that has also been deleted on the main hdrp branch
RustButton can have subtitle
RustText can be autosize vertically
MovieMaker settings headers
Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
Added TimeOfDay, MotionBlur, Fog settings
[D11] Removed some extraneous server console log output.
[D11] [UI] Profile samples in look at tooltip.
[D11] Non-dev Jenkins builds master with max optimisations
Tell mission target character types not to drop items on death
Added a few more lot types and a utility to quickly rebuild all the frontages.
Merge fixed Main -> Mission branch
Fixed NetworkEntity load ordering issue, if PCNonPlayerGangs loaded before NonPlayerGang. Network++.
Sidebar
TabControl has AllowCloseAll
Added TabControl.Vertical
Text auto size with empty doesn't fuck with the height
TabControl
VerticalLayout becomes Layout
Added RectTransform.Fill()
Kill spawned NPCs on mission end
Remove checkpoint missions for now, until I sort out bugs with multiple players doing checkpoint missions at the same time
Cops shoot at NPCs and zombies instead of trying to arrest them
Partially fixed the prison spam bug
Fixed a couple of potential NREs
Clean up checkpoint icons on failed checkpoint missions
Missions no longer give out free weapons
Adjust time trials, maybe fix checkpoint errors
fixed avatar speech bubble size lerping to the wrong size sometime
disabled more raycaster on the match history entry
Getting some buildings in...
More terrain shader optimizations; 5% faster
Don't turn off occluded instances until they've been occluded for at least 8 frames
Some minor optimisation to occlusion culling (set shader vars by ID not by name)
WIP parallel for job version of ProcessOccludees (commented out for now)
[D11] fix for lockup on xb1