121,458 Commits over 4,048 Days - 1.25cph!
merge from main/soundocclusion2
Disable advance sound occlusion by default
Advanced sound occlusion lod range tweaks
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Changed screenImageShader render queue to transparent-1
improved the impact fx when shooting glass
Fixed bullet glass impact decals
can pickup beartrap
can repair beartrap
semi auto rifle does 15% more damage
python fires slightly faster & does18% more damage
semi auto pistol slightly higher recoil penalty when moving
semi auto pistol slightly higher aimcone ( only noticeable at longer ranges )
fridge only accepts food items
fridge much cheaper
corrected vending icon
increased food yield from fish
added Metal Shop Front functionality - safe trading through bulletproof glass
Add source-object based/partial sound occlusion (disabled by default: audio.advancedocclusion)
Fix rare bug causing overlapping music clip playback
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Converted fridge textures to specular workflow
fixed missing 3rd person bandage animations
Added a test glass volume to craggy
switched glass material to standard
Glass bullet impact decal files (for testing)
Manifest
Fixed server compile
Protocol++
Bunker room LODs/COL/prefabs
Added culling safemode that uses unity api sync readback; disabled by default
Fixed culling frame mismatch between camera parans and hiz pyramid
Fixed potential loss of culling result RT on alt-tab
Switched to single sphere, increased player culling radius (debugging)
Increase vis update rate to every frame (debugging)
Disabled ragdoll culling (debugging)
Vending machine purchases reset decay
vending machine now shows the skin of the item for sale (if applicable)
vending machine screen LOD'd out beyond 15m
vending machine screen shows when vending
fixed bunch of bugs with vending machine screen
Fridge takes damage, allows more storage
removed research paper world model
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shopfront metal now has reinforced glass instead of bars
adding glass_reinforced generic textures
Resources world model setup
merge from fridge_deployable
merge from fridge_deployable
Changed panel name
Manifest
Prefabs don't have to start disabled in the editor