32,401 Commits over 4,048 Days - 0.33cph!
Fixed SoundDefinition.OnValidate NREs on library rebuild
Moved audio clips to assets.bundle, better check for terrain data
Moving a couple of prefabs for correct bundling
Moving a couple of prefabs for correct bundling
ItemDefinition bundle assignment
Fixed potential indexing errors on LightGroupAtTime
Fixed gloves.leather.skinnable and guitar.weapon.skinnable having a null mesh references
Defaulted light occludee radius scale to 0.5
Fixed changing radius scale at runtime
Mac uses Metal
Linux uses Vulkan
Fixed some materials being explicitly assigned to asset bundles when they shouldn't be
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Added CCD helper collider to rowboat
Boats use continuous collision detection
Minicopter no longer has rigidbody on the client
approved renamed Scrapper Pants to Kilt
Light occludee integration w/ light lod scripts
Facepunch.UnityBatch and Facepunch.Upload
Fixed RFManager not cleaning up null in listener list if it's at index 0
Fixed RFManager not cleaning up null in broadcaster list
Added warning when null is found in RFManager
Build methods for Mac / Metal
removed execute always + added notes
Added light occludee component
Fixed NRE in articulated occludee on culling.toggle
Fixed ragdoll frustum culling frame delay
crafted pager fix
HBHF includes authorized players by default once again
culling.noDataVisible now false by default (still unsaved)
Added culling.noDataVisible toggle for visibility perf testing (unsaved for now)
Fixed item files and skin bundles getting copied to the wrong folder
Added ShaderList asset (Assets/Content/Shaders/Shaders.asset assigned to shared/content.bundle)
Moved all shaders from GraphicsSettings.AlwaysIncludedShaders to our custom ShaderList asset (to prevent including duplicates in every executable)
AmbientLightLOD now toggles volumetric light beams in sync w/ light component