128,620 Commits over 4,140 Days - 1.29cph!
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.
Tweaked LOD distances to prevent pop in
Scene2Prefab
viewmodel organisation - clean exports for some vms
Fixed an interior disappearing on the lowest settings inside the rocket factory
Attempt to fix rock formation offset
Fixed a bunch of skinnables not having their bundle set
Merged rocket factory interior objects for optimisation
Rocket factory lod materials
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Removing old reporting system
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Navigation layer does not collide with anything
Main camera ignores navigation layer
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Better step height for animals (helping them up stairs more easily).
testing rock_formation_f export without flatten hierarchy
Tweaked build settings for local dynamic nav mesh.
Disabled shadow casting for certain LOD stages on props and overgrowth
Scene2Prefab shadow caster changes
viewmodel organisation - clean exports for some vms
Disabled shadow casting on structures LODs
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
disabling shadow casting on far rocks
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
wip agent/navmesh grid management.
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps