113,806 Commits over 3,959 Days - 1.20cph!
Added water culling volume to launch site basin
Updated some detailed colliders to the new versions
Detailed stair colliders, tiers variations
Detailed stair collider preparations
More navmesh work. Agents now spawn correctly on the navmesh again.
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Navmesh generation is now async.
Fixed ground holes in the rocket factory
Disabled the 2 east lifts in launch_site
More robust agent removal with respect to navmesh management.
Fixed getting server list from the wrong place
Nicer initialization
Server address + Server name for integration
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Merged Facepunch.Unity changes
Updated Facepunch.Unity (which uses Facepunch.System now)
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Use Facepunch.System from plugins folder
viewmodel organisation - clean export for vm
placed some temp safeguards in the lift at rocket factory
More progress on navmesh grid.
Loot barrel impact & gib sounds
Handful of level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
Reset default menu music volume
Codegen
Music mixer level tweaks
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps
wip agent/navmesh grid management.
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
disabling shadow casting on far rocks
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
Disabled shadow casting on structures LODs
viewmodel organisation - clean exports for some vms