branchrust_reboot/prereleasecancel

679 Commits over 304 Days - 0.09cph!

7 Years Ago
Manifest
7 Years Ago
Fixed some missing behaviours
7 Years Ago
Fixed spawn command being unaware of some entities Warn if SkinnedMeshCollision has no SkinnedMeshCollider Set prefabID in OnValidate Ai Collision
7 Years Ago
Fit navmesh build into world gen stuff Fixed duplicate Profiler.EndSample
7 Years Ago
Manifest
7 Years Ago
Manifest fixes
7 Years Ago
Updated RustBuilder, project version
7 Years Ago
Bear animation cleanups
7 Years Ago
Client build issues
7 Years Ago
Fixes
7 Years Ago
Merged shader changes from main
7 Years Ago
Fixed shaders after merge + parity with main
7 Years Ago
Prefab fixes
7 Years Ago
Merge fixes
7 Years Ago
Merge from main
7 Years Ago
Variable fix
7 Years Ago
Merge fixes
7 Years Ago
Unity 5.6.0b6
7 Years Ago
Merged from main
7 Years Ago
Tweaked base player culling spheres for sleeping and wounded states
7 Years Ago
Disabled culling by default; tweaked min cull dist
7 Years Ago
7 Years Ago
Updated native renderer binaries
7 Years Ago
Merged latest occlusion culling
7 Years Ago
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7 Years Ago
Fixed culling grid cells starting state
7 Years Ago
Culling cross project portability fix
7 Years Ago
Fixed player and npc culling single frame delay
7 Years Ago
Fixed dimensions of color surface mismatch error spam when scene and view are visible simultaneously (editor only)
7 Years Ago
Bundle build tweaks
7 Years Ago
Added occluder to wall frame to avoid gaps Added occluder to hinged door, double hinged door and high external walls
7 Years Ago
Added occluders to relevant building core prefabs
7 Years Ago
Fixed a bunch of culling bugs for both player and npc + small optimizations Added frequency controlled culling bounds refresh Added playercull style minimum cull distance, sleeper dist, etc Now disabling child animators as well
7 Years Ago
Added editor.select command Renamed entity.create to entity.spawn Entity.spawn can take partial name, will complain if partial could be more than one entity Entity.spawn spawns where player is looking, rather than inside player's face Ai.WantsToAttack returns 0-1 to allow better weighting
7 Years Ago
Ai considers water depth when idle wandering
7 Years Ago
Scene 2 Prefab
7 Years Ago
5.6.0b5
7 Years Ago
Added occluder tag Disabled shadowd for occluder camera Enabled instancing for occluders Added test occluder mesh (collision) to twig foundation and wall Fixed shadergui parallax related error when creating a new material
7 Years Ago
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
7 Years Ago
Compile error
7 Years Ago
Enabled instancing on remaining materials
7 Years Ago
Enabled instancing on decals, structures, props and some prefabs
7 Years Ago
Merge from main
7 Years Ago
Enabled instancing on nature materials
7 Years Ago
Enabled instancing on effect materials
7 Years Ago
Enabled instancing for prop materials
7 Years Ago
Added instancing toggle to our custom shadergui in parity with unity standard Enabled instancing for building materials
7 Years Ago
Added opaque sort mode option to Main Camera component Enabled instancing again on some rocks (has to be done via material now...)
7 Years Ago
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7 Years Ago
Moved common occlusion culling routines to base entity Added occlusion culling to NPCs Added LODGroup to zombie (culling)