33,980 Commits over 4,171 Days - 0.34cph!
Merged Facepunch.Unity changes
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Nicer initialization
Server address + Server name for integration
Fixed getting server list from the wrong place
Disabled the 2 east lifts in launch_site
Fixed ground holes in the rocket factory
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Detailed stair colliders, tiers variations
Added water culling volume to launch site basin
Merge from detailed_stair_colliders
Stairs and foundation steps use more accurate shadow casting proxy meshes
skin approval + icons
manifest
Fixed NRE when opening workshop from main menu without having joined a server
Subtracting all AI experiments
Added some more rigorous sanity checks where navmesh agents are concerned.
Added a navmesh agent safeguard that will help agents onto navmeshes, or kill them if they fail.
Commented out Kill command from safeguard.
Delay for retries to put an agent on the navmesh increase in length with each try up till the cap.
fixed issue with semi auto pistol vm deploy animation
Navmesh agent safeguard should be a server component. Re-enable Kill command.
Removed Safeguard (we'll deal with this in the spawn handler instead).
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Foliage displacement can select whether or not to render as a billboard on the component
Foliage displacement no longer creates a second camera (eliminates all overhead)
viewmodel organisation - clean exports for vm
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Fixed FoliageDisplacementManager calling Camera.Render
Lowered q=0 textures to quarter res and q=1 to half res
merge from main/music-v2-merge
fixed bradley falling through the world when flipping over
bradley diverts traction to wheels that are touching rather than a uniform motor torque for all (climb obstacles easier)
Added texture density visualizer (graphics.showtexeldensity)
Music sync tweaks
Sound level tweaks
Added reference/helper overlay for texture density visualization
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
Fixed shader compile error
Water no longer spawns a world model when dropped out of its item container
Added terrain shader support to texel density visualization
Make sure load in background is enabled for all NPC sounds
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Merge from ore_nodes
Network++
Finished automated packed map generation when sources are modified