256,538 Commits over 4,018 Days - 2.66cph!
Changed panel name
Manifest
Fixed shader error related to UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
Fixed sampler limit shader error in "Before/Standard Blend With Terrain"
Prefabs don't have to start disabled in the editor
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
in triangle.Trace retain triangle normal if deferring to Line.Trace (fixes impact effects facing wrong direction)
Added editor.DrawCollision to draw SkinnedMeshCollider triangles
Ai.Think/Move works
Removed SE screen space shadows
Add UI/Default Font to included shaders
Cherry picked foliage shader and deferred transmission changes from prerelease/dungeon_art_4
Fixed a bug with the radial menu that would cause incorrect command names to be displayed
Fixed a phantom tracker lingering in the tribe tracker UI widget
Fixed a bug that caused corpses to disappear when placed on the fire
Fixed buildings appearing properly complete when placed by code or via debug panel
Cursor fix, enemy hp red, LOS improvement
Updated native renderer lib with adjusted readback swizzling
Adjusted readback texture swizzling
Fridge icon, colliders. prefab update
ItemScreenshot scene update
Made Rust Editor less tabby
Can right click effect recycler to update life time, life time is shown on inspector
Added infinite ammo cheat to editor
Fridge deployable textures, model LODs, anims, Prefabs
Foliage system optimizations
Component world model setup
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Mesh batching threading / coroutine optimizations
Danger area rating change
Nav update with modifier volumes. NPCs now prefer to use pedestrian crossings.
Merged in updated NetworkUtils just in case we need it.
Tried a "smallest three" on the eye rotation but improvement wasn't worth it. Committing updated NetworkUtils in case we want to use it in the future.
Added code to change mouse cursor based on state/action for everything but friendly unit supporting another... I think
Fix for GetBytes. GetBuffer always returns the full 256 allocated bytes, even if they're not used. ToArray makes a copy, but only returns what's actually used. Big improvement for network traffic!
Fixed a huge fuckup with NetworkWriter!
Ripped out most of the CharacterState ProtoBuf, making it only 4 bytes in size. Just for comparison testing.
Fixed some issues with popup editor asset creation and AssetMenu not being aware of the type it's dealing with
Added skull addon test
Buncha UI fuckeries
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
Placeholder cursors for different states