127,264 Commits over 4,109 Days - 1.29cph!
Rocks compression
Dungeons rocks LOD distance adjustments
Decor autospawn rock distances adjustments
Don't network spectating players
Mesh batching for static quarry and pumpjack
Enabled vertex compression in player settings
Added lodgrid convar (editor-only, pauses LODing if false)
More distance tweaking, autospawn and dungeons
All dungeons meshes now use mesh compression (even previous monuments)
Third party meshes now use mesh compression
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
merging dungeons LODing and rocks optims / mesh compression to pre-release
Added world based beam shadow; shadow intensity control for both animated and world
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
bind second argument doesn't need quotes
Enabling low compression on all our meshes to see what happens
Updated lashlight beam to use new beam shader features
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
tweaked 3rd person look up/down animations so they more closely match 1st person
all building frame blocks working
building frame blocks icons
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon
Prepare Prefabs
Manifest
Steamworks update (server)
xp admin commands
xp unit test project
level increase based on xp
Ripped the old blueprint system out
frame building blocks models adjustments (lower lips biting into floor for some)
Beam/flashlight beam polish
First stage rust/standard shader refactor
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)
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LOD, batching and culling tweaks and fixes