193,831 Commits over 4,079 Days - 1.98cph!
Mission content is now in a WiseGuys.Missions namespace
Created blank tutorial missions. Made other payphone mission types require completing the tutorial ones first.
disabled career in the main scene
more WIP UI rework (Career)
Improved perf on water system sample height (wip, first stage)
Rebuilt asset IDs, which has updated some prefabs.
Totally refactored missions from ScriptableObjects to prefabs with tasks attached, and wrote a bunch of editors and property drawers to make the whole thing more usable.
Moved revamp shader and shaderfuncs around
Renamed cliffs to HDRP/Custom/Cliff
Fixed compile errors and include files due to hdrp switch
Changed terrain sampler SF to ignore specular; set metallic to zero for now
Changed shore wetness sampler SF to bypass calc (for now)
combined hitch and trough models as per helks request. LODs/Gibs and Collision meshes also.
can't pick up sam sites containing ammo
fixed more reverted variables
Scene progress.
Small fab/mat fixes.
Ragdolls on client will set proper surface property for traces
[D11] patch over some content changes, mostly sky/sun setup related
Merge from /main/env-shaders/world_art_revamp/premerge
Fix harmless exception on disconnect, remove debug
[D11] [UI] Fixed sleeping bags dissapearing off map when moved too far away from player. Fixed duplicate marker objects being created.
[D11] [UI] Fixed Sleeping Bags showing for all players instead of owner. WIP changes for debris field/crash site map markers.
[D11] patch over some content changes, mostly sky related
scaled up minicopter fuel gauge, brightened indicator
Do away with the concept of static/dynamic AmbienceEmitters because the static world gets spawned dynamically now so adding all the emitters at boot doesn't work (it breaks when they are in pooled objects)
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
[D11][UI] fix for admin panel crash
Changed SLOD to use MeshOccluder, removed SceneLODObject component
[D11][#2365] Fix for the player preview been the rust logo when opening the inventory for the first time
[D11] [UI] WIP Debris field map markers implementation
Scene progress & prefab tweaks.