127,608 Commits over 4,109 Days - 1.29cph!
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
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
bradley pathfinding
bradley weapons
tonne of movement fixes and work
office dressing backup
scene2prefab
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Npcs are now more aware of cover points and in which directions they provide cover.