124,938 Commits over 4,171 Days - 1.25cph!
Fixed errors due to missing meshes
Fixed server compile
Fixed fallback
Moved impostor batching code
Attempt at fixing impostor instancedata NRE
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Improved new Scientist aim system
plastic finally allowed me to find the .mat change for the l96
[D11] Patch in the GetAddress
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Scene2Prefab Military Tunnels
Proper fix for fastimpostor NRE
Slot machine , fbx and prefab set up, + arm animation.
WIP on getting Scientists ready for Cargo Ship.
[D11] Add BytesSentPerSecond and BytesReceivedPerSecond to litenetlib and hook them up
Fixed spinnerwheel quaternion related errors
[D11] [UI] wip changes to the notification areas aesthetics
Disabled fastimpostors on macOS until fixed
[D11] Handle the kick in litenetlib
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
[D11] [UI] fixed a misplaced float causing an error in a server build
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Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
fixed passing loot through floor using BBQ exploit
[D11] Add some scripts to reimport all audio clips with settings as suggested by Unity, and a general framework to re-trigger the import of any sort of asset class
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Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
[D11] Much cleaner stat tracking in LiteNetLib
Lowered max loot spawns at site B
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Scene2Prefab Military Tunnels
Vertex painted deck, hull and mast
Yet another merge from main
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Hide Signs convar, option