252,178 Commits over 3,990 Days - 2.63cph!
Merged perf shit from main
Driftwood no longer spawns on rocks
AmbienceManager update tweaks
Fixed options opening with wrong tab selected
perf 5 displays frame time
Merged-in water changes and optimizations from main
Updated backend shader code to b14 (tiny changes)
Merged-in shader changes from main
Removed emission from rust/terrainblend to fit sampler limit
Shuffled terrain pvt fetch code to fit within temp register limit
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
tech tree:
- draw icons
- don't drag recursive unless shift etc down
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
added side mirrors, rear view mirror, sun visors, inner shelf, wiper blades
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
Tweaks, unit prefab audio source setup
Entity's can spawn without a View
More profiler hook fixes + UnitCollection tweaks
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
Fixed binds running when typing in search
Unit+Movement navmesh issue workaround
- Increased maximum zoom height of camera
- Fixed level names on level start screen
- Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
- Fixed level up screen issues with rebuilt player prefab
- Increased playership deceleration from 6 to 10
- Revenge now spawns 6 projectiles instead of 10
- Removed the room clear / xp floating text as it was a bit spammy
A little UnitView cleanup
WorldManager sets TOD cycle length on init
Options holds cycle length
Lots of effects data balance
Automated Linux DS Build #289
- Removed ammo type icon from weapon pickup UI and reduced size of panel
Automated Windows Build #289
Automated Linux Build #289
Added Player:GetHull(), Player:GetHullDuck(), Entity:GetChildren()
- Fix for mortar spikey NRE
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
- Fixed playership scene prefab error
sabertooth anims are still shit but at least its not 100% broken
- Weapon crate WIP changes
FOR FUCK SAKE fix corridor gate animation controller, should open by default
Hide unlock panel when unlocked
Craft buttons correctly available depending on whether craftable
Craft queue scrollable
Craft queue cancellable
Movement drains less staminda, Alive has a stamina gain
- Fix for new NRE when player hits walls