127,191 Commits over 4,109 Days - 1.29cph!
swamps biome mask transfer tweaks
bandit town biome mask transfer tweaks
fixed swamp trees incorrectly baked imposters
Swamps a, b, c fog settings
Merge from unity_2018.2.0
[D11] Merged with main branch for Unity 2018.2.0f2
Rolling back
27718 due to scene crash (unity_2018.2.0)
Fixed dredge rotation in bandit town
Switched to scene camera activating fog, instead of main
rhib fuel/engine functionality
rhib editor collision fixes
Play mode skip fog volume fade when sleeping to handle spawn inside/outside
Edit mode skip fog volume fade on startup / entering edit-view
Fixed occasional ConsoleUI-related NRE in edit-mode
Removed atmos volume global settings; only fade in/out of volumes now
Moved fadeout duration to atmos volumes
Added fog clipping outside atmos volumes (edge attenuation coming next)
Moved OBB shader testing code to own cginc
Updated main camera prefab
Noise native entry point updates
[D11] Rollback
27719 due to crash on client console
[D11] Properly guard client side code for console
WIP attempt to move to Unity's NetworkTransport LLAPI instead of Raknet. This will save us from having to update Raknet for console support (Xbox One support is out of date, Switch support is non existent). There are some differences between the libraries so this is experimental at the moment. Need to finish of QOS bindings, and a lot of it has ended up identical to the Raknet assembly so further refactoring might be worthwhile.
[d11] some tidying of previous commit, experimenting with Unity NetworkLater. Can be enabled one line 184 of Bootstrap.cs
ocean pathfinding/coastline path generation wip
ocean paths are now optimized and smoothed
ocean paths now shrinkwrap to the island based on depth and distance from terrain
two ocean paths (near/far) are generated and cached at startup (TerrainMeta.path.Ocean*)
Removed fog volume radial distance option; always true
Added fog volume edge bounds attenuation, smooth fade-out at vol sides
Fixed fog volume clipping to background
Fixed and optimized volume bounds att calculation
Enabled gpu instancing on a few hundred materials
Grabbed relevant materials from
27740
[D11] Socket setup data for xb1
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
compound bow, lods and prefab
aiming at plants now shows a bunch of information about their state
Added runtime rust/standard impostor shader
Composter mesh and textures
NPC spawners at Outpost now properly respect ai.npc_enable.
WIP on cover points at bandit camp for NPCs.
fixed bug with plant age disappearing
display plant yield
super rough placeholder anims, initial setup of vm prefab & animator, parameters