113,806 Commits over 3,959 Days - 1.20cph!
Test pre-baked navigation on launch site.
Test ai on launch site.
Fixed position samples always following the terrain (wasn't supporting buildings).
Added texture density visualizer (graphics.showtexeldensity)
office furniture greybox base models
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)
merge from main/music-v2-merge
Lowered q=0 textures to quarter res and q=1 to half res
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Fixed FoliageDisplacementManager calling Camera.Render
Integrated closer with navmesh surface and navmesh link for better debugging.
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Added TerrainMap.ForEachParallel (parallel software rasterizer)
viewmodel organisation - clean exports for vm
Foliage displacement no longer creates a second camera (eliminates all overhead)
Foliage displacement can select whether or not to render as a billboard on the component
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Some better class naming for central ai systems
Wrapped NavMeshAgent with some safeguarding around dangerous functions/properties.
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Updated merge with how we do things on branch.
Removed Safeguard (we'll deal with this in the spawn handler instead).
ore nodes new files & prefabs
Navmesh agent safeguard should be a server component. Re-enable Kill command.
fixed issue with semi auto pistol vm deploy animation
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.
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.
Subtracting all AI experiments
Fixed NRE when opening workshop from main menu without having joined a server
skin approval + icons
manifest
Stairs and foundation steps use more accurate shadow casting proxy meshes
Merge from detailed_stair_colliders