127,844 Commits over 4,109 Days - 1.30cph!
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
skin approval + icons
manifest
Fixed NRE when opening workshop from main menu without having joined a server
Subtracting all AI experiments
Added some more rigorous sanity checks where navmesh agents are concerned.
Added a navmesh agent safeguard that will help agents onto navmeshes, or kill them if they fail.
Commented out Kill command from safeguard.
Delay for retries to put an agent on the navmesh increase in length with each try up till the cap.
fixed issue with semi auto pistol vm deploy animation
Navmesh agent safeguard should be a server component. Re-enable Kill command.
ore nodes new files & prefabs
Removed Safeguard (we'll deal with this in the spawn handler instead).
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