117,480 Commits over 3,987 Days - 1.23cph!
office dressing backup
scene2prefab
bradley pathfinding
bradley weapons
tonne of movement fixes and work
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
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
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Make sure load in background is enabled for all NPC sounds
Added terrain shader support to texel density visualization
Integration of cover system (wip).
Water no longer spawns a world model when dropped out of its item container
Fixed shader compile error
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
TerrainMap.ForEachParallel fix
AC Units / Final textures/ COL/LODs/Prefabs
Added reference/helper overlay for texture density visualization
prefabs, additional small desk
Music sync tweaks
Sound level tweaks
Test pre-baked navigation on launch site.
Test ai on launch site.
Fixed position samples always following the terrain (wasn't supporting buildings).
Added texture density visualizer (graphics.showtexeldensity)
office furniture greybox base models
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)
merge from main/music-v2-merge
Lowered q=0 textures to quarter res and q=1 to half res
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Fixed FoliageDisplacementManager calling Camera.Render
Integrated closer with navmesh surface and navmesh link for better debugging.
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Added TerrainMap.ForEachParallel (parallel software rasterizer)
viewmodel organisation - clean exports for vm
Foliage displacement no longer creates a second camera (eliminates all overhead)
Foliage displacement can select whether or not to render as a billboard on the component
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.