202,638 Commits over 4,171 Days - 2.02cph!
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merge from fix_light_dynamic_lods --> main
merge from minicopter_damagefx --> main
Shader changes for indirect instancing (changes which are likely not required)
Shader changes for indirect instancing (supported shaders)
Shader changes for indirect instancing (include files)
Another NRE that could've snuck in
Remove old unused LOD fading variant
Clean up instancing shader code and remove old instancing code
small ramp blockout and test anims exported
Merge material changes for indirect instancing
Merge indirect instancing tools (standalone edition)
Fix material changes never being actually applied
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Can now generate protobufs inside Unity rather than inside a seperate .exe externally.
Befefits:
Platform agnostic, no need for .BAT files
Can run through our existing Codegen system
No need for external or duplicate definitions of classes
In the future can make in engine viewers/editors
Enable instancing on 3042 supported materials
Test if my platform changes still build
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Add indirect instancing tools (modified to work standalone)
Ignore glass in query vis jobs
chicken_coop_indoor_sunlight -> main
Swap to CanSee instead of IsVisible, which can return true sometimes
- Make layers and build params match what's done in game
- Add navmesh builder to ai singleton
- Make static methods that use a lot of state instance method
- Increase buffer size for nav tile rendering
- Add command to rebuild whole navmesh
- Display nav tile coords when using debug display in editor
Chandelier - adjusted chain cable mesh size to be closer to default cable thickness
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screen_rocket_distortion_fix -> main
Stop explosion effects staying on your screen after death in some cases
exported deployable anchor anims
naval_update -> scientist_rhib
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Merge from underwater_lab_windows_fix
Added a check to see if the underwater fog is rendering before attempting to apply it to the underwater lab windows