127,483 Commits over 4,109 Days - 1.29cph!
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
disabling shadow casting on far rocks
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
wip agent/navmesh grid management.
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps
Reset default menu music volume
Codegen
Music mixer level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
Loot barrel impact & gib sounds
Handful of level tweaks
More progress on navmesh grid.
placed some temp safeguards in the lift at rocket factory
viewmodel organisation - clean export for vm
Use Facepunch.System from plugins folder
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Updated Facepunch.Unity (which uses Facepunch.System now)
Merged Facepunch.Unity changes
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Nicer initialization
Server address + Server name for integration
Fixed getting server list from the wrong place
More robust agent removal with respect to navmesh management.
Disabled the 2 east lifts in launch_site
Fixed ground holes in the rocket factory
Navmesh generation is now async.
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More navmesh work. Agents now spawn correctly on the navmesh again.
Detailed stair collider preparations
Detailed stair colliders, tiers variations
Updated some detailed colliders to the new versions
Added water culling volume to launch site basin
Merge from detailed_stair_colliders
Stairs and foundation steps use more accurate shadow casting proxy meshes