33,311 Commits over 4,109 Days - 0.34cph!
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.
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.
fixed issue with semi auto pistol vm deploy animation
Navmesh agent safeguard should be a server component. Re-enable Kill command.
Removed Safeguard (we'll deal with this in the spawn handler instead).
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Foliage displacement can select whether or not to render as a billboard on the component
Foliage displacement no longer creates a second camera (eliminates all overhead)
viewmodel organisation - clean exports for vm
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Fixed FoliageDisplacementManager calling Camera.Render
Lowered q=0 textures to quarter res and q=1 to half res
merge from main/music-v2-merge
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)
Added texture density visualizer (graphics.showtexeldensity)
Music sync tweaks
Sound level tweaks
Added reference/helper overlay for texture density visualization
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
Fixed shader compile error
Water no longer spawns a world model when dropped out of its item container
Added terrain shader support to texel density visualization
Make sure load in background is enabled for all NPC sounds
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
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
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
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Merge from ore_nodes
Network++
Finished automated packed map generation when sources are modified
Subtracting new ore nodes
Network++
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fixed NRE when uploading icons
more approval junk
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Changed packing folder again, now final; updated packed sample
Tiny change in texture packing analysis tool
First batch of packed materials (29) for testing
Fixed error when packing materials with default metallic texture or RGB-only
Fixed error when packing default standard shaders
Skip packed materials during analysis
Added material packing auto rollback to unpacked when failed
Fixed packing not supporting 8bit textures
Tidy up code a bit
Fixed packed map assignment not working sometimes
Added deleting packed maps on unpack
Fixed standard packed shader particle accum albedo
Second batch of packed matetials (50)
Third batch of packed materials (50)
Merge from skin_cache_native
Retiring DX9 (OpenGL fallback)