250,486 Commits over 3,959 Days - 2.64cph!
Added object quality slider to F2 menu
Updated BeforeEditorBuildingTab asset editing and view creation.
Mushrooms no longer collide with player movement
Removed deprecated inspector variable from spawn population
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Converted hand placed Hapis Island rocks to LOD grid
Updated shader variants
Added Powerline pole LOD
Fixed littery sleepers
fuck! forgot to check in some shit.. fuckity fuck the horse i rode in on..
fixed the weird Super Mario Bros foot sliding of the player when he came to a stop. The player's feet now stop much quicker.
Added multi-directional jumping animations.
fixed bug where if you walked closer to an animal for the first ttime, it would appear to be running in place like it's ass was on fire.
FOR FUCK SAKE material with glow and mask
FOR FUCK SAKE texture path to mirror the model folder
!A transparent shader
!A bouncer model/texture
lowered the playback rate for some of the player animations as some people have commented that the player runs like he's on crack
Added some clothing world models
Fixed skinning issues on jacket_mid. Updated LOD3 on snow_jacket to be lower poly count. Added "_new" prefabs for snow and mid jackets to address skinning issues with old prefabs.
Make new animal footsteps more distinct
Fix for rust blend layer spec shader
Added uv scroll to rust standard and blendlayer shaders
Added metallic path to relevant standard layers
Added metallic version of rust standard shader
Updated SpeedTree shaders to 5.1.0f1
Added extra transition from run->runhit
Updating error logger urls for 5.1
fixed some minor issues with the 3rd person pistol animations;
added a jumping animation for when the player is running backwards and does a jump
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Hide IP addresses in statis command if not an admin/moderator
Bunch of PVT related fixes for D3D11
Fixed base pyramid in D3D11; also affected low quality non-PVT modes
Restored splat atlas textures to 8k; shaders are expecting 2k splats
Updated native builds
-cleanup in LoadGameFromSubscene
-added possibility to view, add and remove Incentives in the resource creator in editor.
-committing skeleton of Resource building tab before Unity eats it.
NRE fix in BeforeEditorTab
Improving player rendering/cycle performance (particularly sleeping players)
Don't refresh servers if playing non menu map in editor
Adding quarry animations, updated the prefab
refactoring shot selector
- More mission work for Area0
Implemented missing D3D11 path in GPU_Texture_ForceMipLevelCount
Tiny opt in prepass render
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Updating variants
Fixed warnings
Profiling loadtimes
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
-minor fixes onto the view prefabs again
combined all roots unwraps, baked out lightmap
- Added placeholder Bar tab mission and mission text to Area0
Post-build deployment, GUID: b728ef13-3ced-4fc7-b78b-5da7d354da58