125,181 Commits over 4,171 Days - 1.25cph!
Updated PCSS shadows to 2018.1
Fixed PCSS shadows for point lights + added blue noise
Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows
Fixed core/skin bug in normal blending
Touched relevant shaders
Fixed UV direction being wrong on all watch towers
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
WTP terrain blend texture fix
Possible fix for cave spikes pit resetting last wipe
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Hapis compound monument prep
Broken electric pole variant
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
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Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
replaced links to prefab in the scene
scene2prefab
Added powerlines to old monuments
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Merge from unity_2018.1.0
- Player anims
- Added blendtrees to playeranimator
- Added freefall ,openParachute, and landing bools to playeranimator
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
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material