200,744 Commits over 4,171 Days - 2.01cph!
Pilot Ejector Seat - Added bottom backface and fixed bottom collider
M15 Pistol - Added emissive to world model (now in the right branch)
Prefabbed up farm barge area of level
Clean: Move all of the player server occlusion logic to it's own file
- Removed now resolved TODOs
Now that it has both task and serial modes of operation, it takes too much space in server partition file.
Tests: compiles in CLIENT+SERVER editor
Set dressing to bar area of food market
subtractive merge from
127834 - shouldnt be on main
M15 Pistol - Added emissive to world model
Update: use ConcurrentDictionary for BasePlayer.lastPlayerVisibility
Trying the simplest approach first, lets see how it scales on release pop.
Tests: 2 player local session with occlusion culling de-/spawning player
Improvised walkways progress
Reduced AO intensity on market container mat
Changed FOOD mesh decal to deferred decal. Added hanging fish asset + LODs, COL. Changed food market gate to static prefab.
ResetStaticFields on BuildingManager
Codegen
corrected solid capsule gizmo render position (still just draws two spheres though)
naval_update -> scientist_rhib
Onbly show the tutorial button if the connected server has a tutorial available
merge from particlesystem_warnings_fix
Try and use higher LODs in 2 cases
Enabled R/W on 31 meshes used by particle systems to fix warnings
Added a fix the to environment volume rendering when changing the type to include/exclude SpatiallyAware
Added tags to all building skins store page to show their tier (wood, stone, metal)
Ensure logo image resets on joining a new server (doesn't stay the old one)
Ensure tips reset on joining a new server if the old one had custom tips
Fix build regarding AssetDatabase
Fix build regarding AssetDatabase
Fix build error about missing TerrainTools
Fix build error about missing TerrainTools
Update: early out from running occlusion checks if no players to process
Tests: none, trivial change
Bugfix: use cached network time of one player to avoid worker thread calls to script api
Tests: none, one more to fix
Merge from hardcore_refresh
Clean: wrap Task.Wait into a named lambda
This will make it appear in server snapshots
Tests: none, trivial change
Update: main thread now participates in occlusion task processing
Tests: none, as I need to adapt more code to make it friendly to running on workers
merge from pilot_hazmat_dlc
merge from new_menu2/uishadows_optim
merge from fix_terrain_hole_clipping
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merge from fogmethod1 (sky branch) - atmosphere fog brightness fix and value compensation
put foregroundfog shader in bundle
Very minor tweak to underground after the shading formula fix.
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Update of hazmat pilot world model
Tweaked more things to compensate for the fixed fog calculation.
Fixed the odd purple at dead twilight.