115,328 Commits over 3,959 Days - 1.21cph!
LOD, batching and culling tweaks and fixes
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Ripped out the old conditional model system (refresh / process queues, building block extension)
Disabled ModelConditionTest_Sphere globally (deprecated)
Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
First stage rust/standard shader refactor
Beam/flashlight beam polish
frame building blocks models adjustments (lower lips biting into floor for some)
Ripped the old blueprint system out
xp admin commands
xp unit test project
level increase based on xp
Steamworks update (server)
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon
Prepare Prefabs
Manifest
building frame blocks icons
all building frame blocks working
tweaked 3rd person look up/down animations so they more closely match 1st person
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
Updated lashlight beam to use new beam shader features
Enabling low compression on all our meshes to see what happens
bind second argument doesn't need quotes
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
Added world based beam shadow; shadow intensity control for both animated and world
merging dungeons LODing and rocks optims / mesh compression to pre-release
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
Third party meshes now use mesh compression
All dungeons meshes now use mesh compression (even previous monuments)
More distance tweaking, autospawn and dungeons
Added lodgrid convar (editor-only, pauses LODing if false)
Enabled vertex compression in player settings
Mesh batching for static quarry and pumpjack
Don't network spectating players
Decor autospawn rock distances adjustments
Rocks compression
Dungeons rocks LOD distance adjustments