31,233 Commits over 3,959 Days - 0.33cph!
Merged Facepunch.Unity changes
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
viewmodel organisation - clean export for vm
placed some temp safeguards in the lift at rocket factory
Loot barrel impact & gib sounds
Handful of level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
disabling shadow casting on far rocks
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
Disabled shadow casting on structures LODs
viewmodel organisation - clean exports for some vms
Scene2Prefab shadow caster changes
Disabled shadow casting for certain LOD stages on props and overgrowth
Tweaked build settings for local dynamic nav mesh.
testing rock_formation_f export without flatten hierarchy
Better step height for animals (helping them up stairs more easily).
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Navigation layer does not collide with anything
Main camera ignores navigation layer
▉▋ ▆█▆▌▇█▍ █▄▍▆▄▌▍▅ ▉▊▋█ ▄▅▍▉▉ ▆▅▅▌▇▉▊▄▍
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Fixed a bunch of skinnables not having their bundle set
Attempt to fix rock formation offset
Fixed an interior disappearing on the lowest settings inside the rocket factory
viewmodel organisation - clean exports for some vms
Tweaked LOD distances to prevent pop in
Scene2Prefab
Local dynamic navmesh is now aware of when its overlapping a "prevent building" zone, and will increase it's navmesh fidelity when it is. Still a lot of work to do here to make it look good, but it's slightly better.
Added LOD materials to rocket factory prefabs
Rocket factory optimizations
Cheaper occluder
Less materials on LODs
Added cheaper LOD stages to some objects
Reduced number of materials on LODs
Cheaper materials on LODs
Added nav_local convar to allow console control over whether to use full dynamic navmesh generation at the start, or use a local navmesh per npc.
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.