129,367 Commits over 4,140 Days - 1.30cph!
added code to play 3rd person flint strike animation for eoka pistol
3rd person pump shotgun animation tweaks
Fit navmesh build into world gen stuff
Fixed duplicate Profiler.EndSample
Fixed spawn command being unaware of some entities
Warn if SkinnedMeshCollision has no SkinnedMeshCollider
Set prefabID in OnValidate
Ai Collision
Fixed some missing behaviours
Spawn entity if 100 matching name
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
Mesh batching threading / coroutine optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Component world model setup
Foliage system optimizations
Fridge deployable textures, model LODs, anims, Prefabs
Made Rust Editor less tabby
Can right click effect recycler to update life time, life time is shown on inspector
Added infinite ammo cheat to editor
Fridge icon, colliders. prefab update
ItemScreenshot scene update
Updated native renderer lib with adjusted readback swizzling
Cherry picked foliage shader and deferred transmission changes from prerelease/dungeon_art_4
in triangle.Trace retain triangle normal if deferring to Line.Trace (fixes impact effects facing wrong direction)
Added editor.DrawCollision to draw SkinnedMeshCollider triangles
Ai.Think/Move works
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
Prefabs don't have to start disabled in the editor
Changed panel name
Manifest
merge from fridge_deployable
merge from fridge_deployable
Resources world model setup
shopfront metal now has reinforced glass instead of bars
adding glass_reinforced generic textures
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removed research paper world model