31,246 Commits over 3,959 Days - 0.33cph!
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Primitive lootbox fbx/materials/prefab/gibs/textures
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Tweaked NPC attack offsets.
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Subtracted 23812; needs a better approach
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
merge into main
protocol++
Lazy deferred decal draw queue/order
Cave reverb tweaks
Fix occasional attempt to unload music clips that aren't loaded yet
Fix repeated phys impact sounds when objects get stuck inside something
Failsafe for rare stuck bush rustle
Fix song shuffling not kicking in before first piece of music plays
Fixed deferred decal gbuffer normal decoding
Beenie hat now deforms hair
fixed foot flipping around like pinball flippers when player was on stairs
Fixed player motion blur popping when swapping LODs
Double check that we have valid heightmap meta before running async terrain mesh generation.
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
Added explicit specular control to hair shader
Workbench can no longer be locked (bug fix)
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
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First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Downscaled a few textures
Fixed recurrent GC alloc in SelectedBlueprint.Update
Admire animations - adding to DB
Fixed recurrent GC alloc in TSSAA
viewmodel prefab update - removed 'apply root motion' from animators
Commented world model check in GetFootPlacement (gc alloc)
Fixed beard sometimes not showing
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
Allow changing to nav_disable at runtime to stop all AI ticking.
Fixed water shore flickering when TSSAA is enabled
Second attempt at a black sludge fix
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Moved most postprocess stack shaders back to original folder to allow local builds