branchrust_reboot/prereleasecancel
679 Commits over 304 Days - 0.09cph!
Fixed some missing behaviours
Fixed spawn command being unaware of some entities
Warn if SkinnedMeshCollision has no SkinnedMeshCollider
Set prefabID in OnValidate
Ai Collision
Fit navmesh build into world gen stuff
Fixed duplicate Profiler.EndSample
Updated RustBuilder, project version
Merged shader changes from main
Fixed shaders after merge + parity with main
Tweaked base player culling spheres for sleeping and wounded states
Disabled culling by default; tweaked min cull dist
Updated native renderer binaries
Merged latest occlusion culling
Fixed culling grid cells starting state
Culling cross project portability fix
Fixed player and npc culling single frame delay
Fixed dimensions of color surface mismatch error spam when scene and view are visible simultaneously (editor only)
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Added occluders to relevant building core prefabs
Fixed a bunch of culling bugs for both player and npc + small optimizations
Added frequency controlled culling bounds refresh
Added playercull style minimum cull distance, sleeper dist, etc
Now disabling child animators as well
Added editor.select command
Renamed entity.create to entity.spawn
Entity.spawn can take partial name, will complain if partial could be more than one entity
Entity.spawn spawns where player is looking, rather than inside player's face
Ai.WantsToAttack returns 0-1 to allow better weighting
Ai considers water depth when idle wandering
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Enabled instancing on remaining materials
Enabled instancing on decals, structures, props and some prefabs
Enabled instancing on nature materials
Enabled instancing on effect materials
Enabled instancing for prop materials
Added instancing toggle to our custom shadergui in parity with unity standard
Enabled instancing for building materials
Added opaque sort mode option to Main Camera component
Enabled instancing again on some rocks (has to be done via material now...)
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)