115,992 Commits over 3,959 Days - 1.22cph!
Nicer initialization
Server address + Server name for integration
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Merged Facepunch.Unity changes
Updated Facepunch.Unity (which uses Facepunch.System now)
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Use Facepunch.System from plugins folder
viewmodel organisation - clean export for vm
placed some temp safeguards in the lift at rocket factory
More progress on navmesh grid.
Loot barrel impact & gib sounds
Handful of level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
Reset default menu music volume
Codegen
Music mixer level tweaks
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps
wip agent/navmesh grid management.
Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
disabling shadow casting on far rocks
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
Disabled shadow casting on structures LODs
viewmodel organisation - clean exports for some vms
Scene2Prefab shadow caster changes
Disabled shadow casting for certain LOD stages on props and overgrowth
Tweaked build settings for local dynamic nav mesh.
testing rock_formation_f export without flatten hierarchy
Better step height for animals (helping them up stairs more easily).
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Navigation layer does not collide with anything
Main camera ignores navigation layer
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