32,162 Commits over 4,018 Days - 0.33cph!
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
█▊▍▋▊▊█▉▊ ▌▄▌▇▇ ▇▍▄█ ▅▇▆▋█ ▇█▋▍▅ ▉▋▋▉▅▌
Fixed ground holes in the rocket factory
Disabled the 2 east lifts in launch_site
Fixed getting server list from the wrong place
Nicer initialization
Server address + Server name for integration
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
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