127,279 Commits over 4,109 Days - 1.29cph!
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
Added nav_local convar to allow console control over whether to use full dynamic navmesh generation at the start, or use a local navmesh per npc.
Rocket factory optimizations
Cheaper occluder
Less materials on LODs
Added cheaper LOD stages to some objects
Reduced number of materials on LODs
Cheaper materials on LODs
Added LOD materials to rocket factory prefabs
Local dynamic navmesh is now aware of when its overlapping a "prevent building" zone, and will increase it's navmesh fidelity when it is. Still a lot of work to do here to make it look good, but it's slightly better.
Tweaked LOD distances to prevent pop in
Scene2Prefab
viewmodel organisation - clean exports for some vms
Fixed an interior disappearing on the lowest settings inside the rocket factory
Attempt to fix rock formation offset
Fixed a bunch of skinnables not having their bundle set
Merged rocket factory interior objects for optimisation
Rocket factory lod materials
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Removing old reporting system
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Navigation layer does not collide with anything
Main camera ignores navigation layer
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Better step height for animals (helping them up stairs more easily).
testing rock_formation_f export without flatten hierarchy
Tweaked build settings for local dynamic nav mesh.
Disabled shadow casting for certain LOD stages on props and overgrowth
Scene2Prefab shadow caster changes
viewmodel organisation - clean exports for some vms
Disabled shadow casting on structures LODs
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
disabling shadow casting on far rocks