33,188 Commits over 4,109 Days - 0.34cph!
Small hostility check optimization for Scientists.
NPC turrets no longer target animals (just annoying).
Add safezone check to patrol heli.
another pass on out of bound abuse at compound
Fixed compound workbench not saving on server restart
Fixed lerp client time offset corruption when server timestamp goes out of sync (from low level CPU stalls that can occur on some managed hosts)
Another Compound out of bounds fix
▍▇▌▍▅ ▇▊▍▉▋ ▋▉▌▋ █▊ ▉▍▉▌▅ ▍▋▉▄█▊▇ ▅█▅▌ ▆█▆▉ ▍▍▉██▌▅▉▇
! █▄▇▆▇ "▍█▆▆▍▍▊▆▍" ▊▋▇▌▅▉ ▌▇▇▉▍▊▊ █▅▇▆▌▅▅
▊▅▇▉▇▋▍ ▇▆▌▍ ▆▋ ▉▍▋▌ ▆▊▆'█ ▇▋▆▉ ▍▉ ▊█▆ ▅▊▆▉▄▍▍▄ ▉▉ ▉▅▅▉▌ ▉▅▋▋▋.
▌▉▅▌▄▇▌▆▋▉█▅ ▄▌ ▋▇▋▍▊▇ ▊▉▋▋▄▋▊▇█ ▆▍▅▋ ▊██▅ ▉▇▄'▍ ▅▉▉▍ ▌▌ ▆▆▄▋█ ▊▋▋▆▌█.
Merge from unity_2018.1.0
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
Fixed another \ vs / issue on effect folders when building manifest on Windows
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Added missing folder meta file of no relevance
Moved Facepunch.System and Facepunch.Unity to asmdef
Reverting accidentally committed ProjectSettings
▆▄▋▍ ▊██▇▆▉▋▉▋▌▄▄▌ ▍▆▇▊▄ ▍▄██ ▊█▊▍▌ ▋▋▌▌▊▊
Fixed auto turret order interaction
Fixed StorageContainer and BaseOven order interaction
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Another autoturret order tweak
Removed detail layer from hoodie material
Fixed upgrade menu / highlight not working with lookatradius 0
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
added hat morphs to lod1 hairstyles so they no longer clip through headwear
Disabled high quality shadows (PCSS) on glcore (sampling bug)
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Improved vizualize texel density tool portability; moved to third party
Added root .vs folder to ignore.conf
Updated visualize texel density to latest; now works in scene view
Added texel density support for core/foliage, core/foliage-billboard
Updated texel density tool; fixes scene view
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
Fixed particle addsmooth + cleaned up a couple others
Merge in new AI Sensory System and changes.
Enabled probex, culling and coverage queries on Vulkan
Updated AsyncGPUReadback to work on 2018.2+
Disabled mesh compression on some hairstyles fbx to prevent crashes in 2018.2 beta (bug submitted)
Noise levels for weapons used by AI sensory system.
Junkpile Scientists are less hostile.
More accurate range check for AI sensations.
AI Memory improvements.
NPC patrolling at MT enabled again.
Improvements to AI waypoint system.
Updated NPC communication ranges.