31,235 Commits over 3,959 Days - 0.33cph!
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Subtracting new ore nodes
Network++
Finished automated packed map generation when sources are modified
Merge from ore_nodes
Network++
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
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
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
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Make sure load in background is enabled for all NPC sounds
Added terrain shader support to texel density visualization
Water no longer spawns a world model when dropped out of its item container
Fixed shader compile error
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
Added reference/helper overlay for texture density visualization
Music sync tweaks
Sound level tweaks
Added texture density visualizer (graphics.showtexeldensity)
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)
merge from main/music-v2-merge
Lowered q=0 textures to quarter res and q=1 to half res
Fixed FoliageDisplacementManager calling Camera.Render
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
viewmodel organisation - clean exports for vm
Foliage displacement no longer creates a second camera (eliminates all overhead)
Foliage displacement can select whether or not to render as a billboard on the component
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Removed Safeguard (we'll deal with this in the spawn handler instead).
Navmesh agent safeguard should be a server component. Re-enable Kill command.
fixed issue with semi auto pistol vm deploy animation
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.
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.
Subtracting all AI experiments
Fixed NRE when opening workshop from main menu without having joined a server
skin approval + icons
manifest
Stairs and foundation steps use more accurate shadow casting proxy meshes
Merge from detailed_stair_colliders
Added water culling volume to launch site basin
Detailed stair colliders, tiers variations
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Fixed ground holes in the rocket factory
Disabled the 2 east lifts in launch_site
Fixed getting server list from the wrong place