248,661 Commits over 3,928 Days - 2.64cph!
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Hide IP addresses in statis command if not an admin/moderator
Bunch of PVT related fixes for D3D11
Fixed base pyramid in D3D11; also affected low quality non-PVT modes
Restored splat atlas textures to 8k; shaders are expecting 2k splats
Updated native builds
-cleanup in LoadGameFromSubscene
-added possibility to view, add and remove Incentives in the resource creator in editor.
-committing skeleton of Resource building tab before Unity eats it.
NRE fix in BeforeEditorTab
Improving player rendering/cycle performance (particularly sleeping players)
Don't refresh servers if playing non menu map in editor
Adding quarry animations, updated the prefab
refactoring shot selector
- More mission work for Area0
Implemented missing D3D11 path in GPU_Texture_ForceMipLevelCount
Tiny opt in prepass render
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Updating variants
Fixed warnings
Profiling loadtimes
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
-minor fixes onto the view prefabs again
combined all roots unwraps, baked out lightmap
- Added placeholder Bar tab mission and mission text to Area0
Post-build deployment, GUID: b728ef13-3ced-4fc7-b78b-5da7d354da58
env.time without args will return the time
Setting increased Profiler.maxNumberOfSamplesPerFrame
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
Custom speedtree shader for for 5.1
backup of Source files for various animations
prep for running forehand
tweaked the deer running animation
Made snow rock a bit more acceptable. Tree texture size optimizations.
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Added LOD cull component for performant per-object distance culling (without LOD meshes)
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
-and promptly forgot to add them
-made more view prefabs for the tree different pine types, in the meantime
Reduced LOD grid cell size for more accuracy