127,271 Commits over 4,109 Days - 1.29cph!
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Merge from unity_2018.1.0
- Player anims
- Added blendtrees to playeranimator
- Added freefall ,openParachute, and landing bools to playeranimator
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
Fixed another \ vs / issue on effect folders when building manifest on Windows
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Added missing folder meta file of no relevance
Moved Facepunch.System and Facepunch.Unity to asmdef
Reverting accidentally committed ProjectSettings
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Fixed auto turret order interaction
Fixed StorageContainer and BaseOven order interaction
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Another autoturret order tweak
Removed detail layer from hoodie material
merge from compound branch
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
Fixed upgrade menu / highlight not working with lookatradius 0
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
added hat morphs to lod1 hairstyles so they no longer clip through headwear
Disabled high quality shadows (PCSS) on glcore (sampling bug)
NPC sensory system rework, WIP.
More progress on the new NPC sensory system.
Attempt to fix random black pipes problem
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Powerplant progress backup