127,567 Commits over 4,109 Days - 1.29cph!
Updated merge with how we do things on branch.
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Wrapped NavMeshAgent with some safeguarding around dangerous functions/properties.
Some better class naming for central ai systems
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Foliage displacement can select whether or not to render as a billboard on the component
Foliage displacement no longer creates a second camera (eliminates all overhead)
viewmodel organisation - clean exports for vm
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Integrated closer with navmesh surface and navmesh link for better debugging.
Fixed FoliageDisplacementManager calling Camera.Render
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Lowered q=0 textures to quarter res and q=1 to half res
merge from main/music-v2-merge
fixed bradley falling through the world when flipping over
bradley diverts traction to wheels that are touching rather than a uniform motor torque for all (climb obstacles easier)
office furniture greybox base models
Added texture density visualizer (graphics.showtexeldensity)
Test pre-baked navigation on launch site.
Test ai on launch site.
Fixed position samples always following the terrain (wasn't supporting buildings).
Music sync tweaks
Sound level tweaks
prefabs, additional small desk
Added reference/helper overlay for texture density visualization
AC Units / Final textures/ COL/LODs/Prefabs
TerrainMap.ForEachParallel fix
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
Fixed shader compile error
Water no longer spawns a world model when dropped out of its item container
Integration of cover system (wip).
Added terrain shader support to texel density visualization
Make sure load in background is enabled for all NPC sounds
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders