127,268 Commits over 4,109 Days - 1.29cph!
Fixed missing billboard on oak_e_trundra (missing files)
Tweaks to NPC aim system.
Another small aim tweak to NPCs.
[D11] Add a D11JenkinsFile
Added occlusion culling graphics option (experimental section); on by default, mapped to culling.env
Removed some culling related profiler samples
Fixed terrain texture earray mip generation
Updated terrain texture array lods
Changed tree impostor draw layer; now properly toggled along with trees
Rowboat uses LOD Group instead of Renderer LOD
Fixed options menu not showing on first try
Nuked GC allocs in PostEffectsBase and ImageEffectComposite
[D11] Simplify for debugging
ai.move is false by default in the editor
[D11] Make D11Jenkinsfile use correct branch
Fixed blueprint icon sometimes being incorrect in loot UI
Small AI tweaks at Military Tunnels.
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
Fixed missing billboard on oak_e
Minor ai balance tweak for Military Tunnel.
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
Disabled graphics jobs on staging for side by side comparison with release
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
Fixed impostor sometimes sticking around after tree is killed
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
[D11] Start to add back anything we care about
[D11] Removed hardcoded IP address
[D11] Now handles custom prebuilt versions of unity
[D11] Try the official version in unity hub
Disabled shadows on military tunnel clone vat point lights
Fixed uneven camera movement due to Unity's rigidbody interpolation
Updated anims & controller, added shake effect
Added LightLOD to all shadow casting lights in military tunnels
Scene2prefab military tunnels
Added LightLOD to all shadow casting lights in powerplant
Scene2prefab powerplant
Added LightLOD to all shadow casting lights in trainyard
Scene2prefab trainyard