111,844 Commits over 3,928 Days - 1.19cph!
Restored world reflections + support for unity's reflection pribes; updated shaders and sky dome reflection prefab
Updated options scene w/ active world reflection option + removed (slow) from experimental section
Fixed interaction offset handling camera jumps
Fixed interaction foam uv across different map sizes
Fixed interaction offset computed using the wrong camera
Work in progress making gibbable meshes non-readable
Added GameManager.IsTransformOnly
Added optional occludee root override to culling volume
Added tooltips to culling volume properties
Defaulted light occludee default culling volume visibility to false
Updated scene to reflect changes to volumes (easier to use)
skin spelling mistake fix
Use instanced rendering for the building blocks. Disabled the building placeholders.
Detect some prefab types which can be grouped automatically, mostly just mesh colliders used by the building components.
Added a GibbableAttribute so that building components don't have to duplicate that information in every single instance (this also improve pool reuse).
Made Gibbables use a gib.prefab and made them poolable.
Removed ConstructionSkin component and moved the logic into BuildingBlock.
Enabled instancing on building blocks & construction skins. Split out the 'movement' colliders from some of the skins to improve pool sharing.
Fixed NRE in light occludee
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required
Moved reflection probe so it's not automatically assigned a bundle (causes some bugs with ReflectionProbeEx for some reason)
Materials and shaders are in content.bundle
Culling volume now adds collider to GO only if none exists (testing)
Added light occludee interop w/ culling volume
Added dynamic instancing system for building blocks etc
Updated VFX manager (auto)
Final cargohold sans occlusion trigger zones.
[D11] [UI] Added radial menu inner selector for 1:1 analog visualisation.
[D11] Fix wonky header placement in the Control Settings page
[D11] [UI] adjusted the pending health colour
[D11] Update to the Options->ControlSettings menu, and changed the default for the Aim Power Curve. Also prevent the turn speed acceleration from kicking in when aiming down the sights of a weapon
[D11] [UI] adding player info widget to the main menu
[D11] [UI] Fixed secondary interaction and prevented objects with only two options from triggering the menu (more than 2 is the requirement for it to exist).
[D11] [UI] Fixed secondary interactions not working.
[D11] [UI] Inverted all ui icon sprites to be white as default so we can actually tint them in unity. Adjusted animation logic so we can now check if any animations need to be played in pie menus. Removed new selection animation from pie build menu.
[D11] Added another audiosource for ps4 controller sfx
[D11][UI] Added map size and map seed to rent server. Clamp to 4k for now
[D11] Blueprints can now be studied as a world item, and display their correct name. World items now show stack size if they are not a single item, and fixed sizing issue on crosshair tooltips
merge from oilrig - access to previously made art assets needed on excavator
[D11] Adjustments to look-at-object detection
[D11] [UI] Fixed radial menus opening when other UI screens are active. Added more checks to IsAnyBlockingUI() check.
[D11][Tutorial] Added examine pistol tutorial event
Removed bundle / label assignment from DoPrepare, assign bundles in GameManifest.UpdateBundleAssignments instead (much faster)