32,251 Commits over 4,048 Days - 0.33cph!
Adjusted searchlight and heli light shadow radius
Small tweak to directional penumbra, more softness at base
Added penumbra shadows for sun/moon light (broke cascade blending)
Cherry picked grass changes
Added penumbra shadows for spot and point lights (toggle incoming)
Re-enabled shadow intensity with new custom, alu only dither
Changed material propery order and control for foliage shadow intensity
adjusting spine blending values to look more natural when running
Entity parenting overhaul (this most likely breaks everything)
Disabled foliage intensity until we have proper filtering for spot and cube shadows
Cherry picked overgrowth material tweaks
Fixed some problems when repeatedly connecting to the same server in one session
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Cherry picked foundation shadow mesh fix
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
EAC launcher fixes (needs x86 lib)
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
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Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
Eating raw fish no longer makes the player puke
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Fixed shaders other than terrain not getting adaptive shadow bias
Increased directional light initial shadow bias to address flat surfaces
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
skin approval
a million mounted fixes
thompson has reduced aimcone
Softer lighting via less intensity + more exposure + reduced ambient saturation
Subtracted player model changes
Using steering target to judge angle of movement change works better than next position on the nav agent.
fixed condition not visibly scaling consumable properties in info panel
fixed tooltips getting stuck
vending machine really no longer drops items
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake).
A slight improvement to animal flee behaviour and speed related to angle of next position.
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
fix for broken head collider
Rewrote rebake logic to use the bake heap.
Cells and layers are now aware they're in the bake heap awaiting baking.
Updated the bake heap comparer, that it more reliably prefers cells close to players.
Cleanup duplicated MainCannonAttack prefab
Perf fix for occludable sounds with local voice limiting enabled
merge from main/bradley-sounds
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
Set nav_grid to false by default.
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction.
Generate links async and with a queue, that we can control how many links we generate each frame.
A couple more checks, just to be on the safe side.