10,525 Commits over 4,201 Days - 0.10cph!
Implemented culling volumes for interior environments
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Fixed missing item in the editor builder loading
Added custom inspector for setting up culling volumes
Added culling volumes to small caves
Added culling volumes to medium caves
Added culling volume to large caves
Removed animators from some static dungeon meshes
Culling volume inspector also checks parent objects when adding connections
Caves and tunnels check for underground collisions with other caves and tunnels when placing
Tweaked culling volume on medium_cave_easy
Added editor terrain check generator script that adds checks for environment volumes
Added terrain checks to caves (to make sure they're always under the terrain)
Adjusted building blocked volume around water treatment plant
Disabled splat transfer on caves (faster loading times)
Removed debug digits from caves (use monuments console command instead)
Fixed RakNet not loading in editor (OSX)
Added anti hack volumes (more control over AH behaviour in static environments)
Added environment volume padding
Added lift entity script (for cave bucket lifts)
Added some terrain checks to the lighthouse scene
Added "clear connections" context menu to culling volume
Mining tunnel layer fixes
Fixed some culling volume issues in cave_large_sewers_hard scene
Enabled splat transfer in cave_large_sewers_hard scene (somewhat important there)
More mining tunnel layer fixes
Culling volume fixes for cave_large_medium
More culling volume fixes for cave_large_medium