128,627 Commits over 4,140 Days - 1.29cph!
Fixed edge case in edit-mode camera scripts causing error spam
Fixed radial mesh edge case when using high far clip planes (e.g. scene camera)
Updated main camera prefab
Updated bandit town scene and prefab (swamp water)
Another fix for number of junkpile scientists that can spawn in the game at once.
WIP ps4 shader fixes. It is not possible to test any of these changes yet, it is just needed to get everyone able to build and run the console versions. It is also not designed to be merged back into the main branch, I will need to test that these changes are ok on the original platforms and if not, make them conditional.
Initial JIT fixes, this is enough to get into the main menu, there will likely be lots more. Unity docs suggest this kind of code doesn't actually need to be called but my experiences have been otherwise, need to look into and potentially raise a question about it.
Missed another shader fix for ps4
NPCs now respect aggression range better when receiving noise sensations.
Editor script changes for building asset bundles and doing the actual build for consoles
Enable json.net for PS4 build
Prebuilt native dlls for ps4, these are built from the respective directories in Plugins folder at the top of the tree, using premake to generate the solutions and then build them and copy them here.
Switch to IL2CPP by default for PS4 until we can address the .NET 4 requirements which prevent a console mono build.
Consoles load bundles from Application.streamingAssetsPath.
Dredge and bandit town scene update
rhib uses updated passenger animation not holding invisible bench
rebuild ps4 native DLLs with __declspec (dllexport)
Nametags for all players
Removed old nametags
electric wiring modular kit meshes/prefabs
Cherry picked water3 changesets from bandit_town
Dredge LODs and vertex color update
Attempt to optimize navmesh carving with respect to building.
Bandit town dredge update
Added swamps to procedural map, added ocean
Wooden cabin material update
Fixed foam computation causing gradient waves in high values; tweaked to roughly match
Fixed foam modulated by reflection; white foam is white
Foam in rivers now animates with waves
Fixed ocean color global shader property not linear
Fixed visibility toggle not working on some water bodies
Added water body component to generated rivers
[D11] Added EAC_DISABLED for console builds to disable via build defines
swamp trees population prefabs
topology edits to craggy island
[D11] More changes to help get console working
[D11] Added ability to disable steam via build defines
[D11] More changes to get console versions working - wip
[D11] More console changes, allows for package builds (with manual intervention for now), and loading into a level from FE.
Disabled clipping; touched shaders