139,618 Commits over 4,383 Days - 1.33cph!
Fixed the issue with not being able to get the near plane for cached spot light shadows
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var
- breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get
- Ran codegen
Tests: none, trivial change
merge from playerrigupdate2
renamed new binocular texture sets to conform to the new standard
add menu option for no power to show computer cant work without, add item info for power draw
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
Fixed NRE in pants.knightarmour
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
Fixed the variance shadow map filtering for cached shadows
merge from playerrigupdate2
Rename overrideDirection to overrideDirectionWS to make space clearer
Akin pass for scarecrow outfit
Fix rotation treating navspace as worldspace in move()
*Fix nav sample not respecting parent navmesh transform for fallback physics query
*Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
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Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
setup 3p/world model anims for crossbow bowless weapon
Fix workbench inventory eating scrap
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Merge from new_achievements_apr26
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
Fixed baked AO in painted trims due to new option added
merge from split_dump_command
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Cherry Picked
148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
Merge from standard_shader_detail_vertex_color_tint
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
Fix animation jitter and uneven load animation speed
Merge from iteration_profiler (unity package to measure compile/domain reloads)
Also fixes a web request during every compile in the editor
Tidy up workbench vital upgrade icon display.
Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
Cherry pick
148120 (perf.playermodel fix)
merge from perf.playermodel_fix
fixed perf.playermodel scene
Cherry Picked
148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
Merge from standard_shader_detail_vertex_color_tint
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
Skinning pass for small backpack