126,680 Commits over 4,109 Days - 1.28cph!
Hooked up piano model
Fixed IK hand target gizmos not appearing
Hooked up piano model
Fixed IK hand target gizmos not appearing
First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes
First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
merge from main/helicoptersounds
merge from main/helicoptersounds
Enable doppler on player driven helis
Cleanup
Enable doppler on player driven helis
Cleanup
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
Improved NPC heli flight sounds
Add doppler support
New scrap heli and minicopter damage sounds
Improved NPC heli flight sounds
Add doppler support
New scrap heli and minicopter damage sounds
Adjust module weights some more
Adjust module weights some more
Unity 2019.2 compatibility
Unity 2019.2 compatibility
Fix for occlusion culling warnings when running at low resolutions
Fix for occlusion culling warnings when running at low resolutions
Use BatchRendererGroup for persistent draw calls in instancing code
Use BatchRendererGroup for persistent draw calls in instancing code
Fix for not always copying asset bundles during build
Fix for not always copying asset bundles during build
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[D11] Adds proper ifdeffing so we can comment out this optmisation if needed
[D11] Adds proper ifdeffing so we can comment out this optmisation if needed
[D11] Fairly happy that this can now be checked into main branch. Seems to behaive ok... never more than about 200 behind on a large map on PC and on PS4 the game is mostly 30fps
[D11] Fairly happy that this can now be checked into main branch. Seems to behaive ok... never more than about 200 behind on a large map on PC and on PS4 the game is mostly 30fps
Optimisation: Disable shadow casting for LOD levels 2+, on all objects shorter than 5 units