199,292 Commits over 4,140 Days - 2.01cph!
Update bass.dll to a SUPER SECRET version for potential crash fix
Refactor NPC commands to work better with game modes etc.
Buildlings + can now spawn NetworkEntities from a sub scene.
Fix error when using the profiler
Switch some shaders to use half precision
Change a bunch of texture sizes and compression
Removed a LOT of the old building system
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[D11][Tutorial] Regenerated tutorial prefabs and map, fixed a null reference when checking for destroyed object
Add the old quality settings back
Don't render avatars in customisation editor
Fix vignette pass outside of editor
Disable realtime avatar view on the menu
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[D11] [UI] Fixed translation of armoured upgrade text.
Just a quick rename of some classes first...
Fixed another race condition in skin unloading that could corrupt loaded skins
[D11] [UI] Increased size of input for "0" key on code lock to improve readability.
Legacy skin icon sprites also use "full rect" mesh type
[D11] [UI] [#889] fix for Crafting menu navigation overspeed (also fixes stat panel overspeed). Added check to item icon to skip code if not selectable
[D11] Possible fix for PS4 crash (#2000, #2029)
[D11] [UI] Added support for non-item icons on Quick Chat wheel. Added "Food" entry to replace "Mushrooms" for "I have" and "I want" requests.
[D11] [Audio] Checking in so I can merge with main. Getting constant crashes which I dont think are to do with my changes
[D11][UI] Display blueprint background and correct icon on Item detail panel
took colourful FX folders from lwrp branch because asset store is being shit.
manually changed a bunch of stdlib.hlsl paths to be #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
upgaded to 2019, updated PP stack
[D11][Tutorial] Fix for issue #1743, tasks should no longer auto complete or fail to start after restarting the tutorial
[D11][UI] fixed alpha from last change
[D11][UI][#2022] Blueprint should now show on itemicons again
[D11][Tutorial] fix for message "hurry up we haven't got all day" showing blank
Conveyor unit buildings progress
Buildings are basically fully networked now. All collision data and room volumes are loaded on client and server.
static searchlight intensity tweak (shouldn't be brighter than the sun)
[D11][UI] Spread out player preview setup to ease out opening
excavator cover dressing pass backup
[D11] [Audio] Latest headset tweaks... still slightly breaking up on headset.
[D11] Decreased default corpsedespawn time to 90 seconds
Increased Grabber dmg 2->3, but no longer ignores armour
[D11] [UI] Server List now correctly displays server favourite icon.