127,697 Commits over 4,109 Days - 1.29cph!
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Navigation layer does not collide with anything
Main camera ignores navigation layer
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Better step height for animals (helping them up stairs more easily).
testing rock_formation_f export without flatten hierarchy
Tweaked build settings for local dynamic nav mesh.
Disabled shadow casting for certain LOD stages on props and overgrowth
Scene2Prefab shadow caster changes
viewmodel organisation - clean exports for some vms
Disabled shadow casting on structures LODs
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
disabling shadow casting on far rocks
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
wip agent/navmesh grid management.
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps
Reset default menu music volume
Codegen
Music mixer level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
Loot barrel impact & gib sounds
Handful of level tweaks
More progress on navmesh grid.
placed some temp safeguards in the lift at rocket factory
viewmodel organisation - clean export for vm
Use Facepunch.System from plugins folder
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Updated Facepunch.Unity (which uses Facepunch.System now)
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
More robust agent removal with respect to navmesh management.