111,293 Commits over 3,928 Days - 1.18cph!
Bandit town dredge update
Attempt to optimize navmesh carving with respect to building.
Dredge LODs and vertex color update
Cherry picked water3 changesets from bandit_town
electric wiring modular kit meshes/prefabs
Nametags for all players
Removed old nametags
rebuild ps4 native DLLs with __declspec (dllexport)
rhib uses updated passenger animation not holding invisible bench
Dredge and bandit town scene update
Consoles load bundles from Application.streamingAssetsPath.
Switch to IL2CPP by default for PS4 until we can address the .NET 4 requirements which prevent a console mono build.
Prebuilt native dlls for ps4, these are built from the respective directories in Plugins folder at the top of the tree, using premake to generate the solutions and then build them and copy them here.
Enable json.net for PS4 build
Editor script changes for building asset bundles and doing the actual build for consoles
NPCs now respect aggression range better when receiving noise sensations.
Missed another shader fix for ps4
Initial JIT fixes, this is enough to get into the main menu, there will likely be lots more. Unity docs suggest this kind of code doesn't actually need to be called but my experiences have been otherwise, need to look into and potentially raise a question about it.
WIP ps4 shader fixes. It is not possible to test any of these changes yet, it is just needed to get everyone able to build and run the console versions. It is also not designed to be merged back into the main branch, I will need to test that these changes are ok on the original platforms and if not, make them conditional.
Another fix for number of junkpile scientists that can spawn in the game at once.
Updated bandit town scene and prefab (swamp water)
Updated main camera prefab
Fixed edge case in edit-mode camera scripts causing error spam
Fixed radial mesh edge case when using high far clip planes (e.g. scene camera)
Fixed empty height slope map causing problems when terrain doesn't exist yet
Improved scene camera handling on edit-mode camera scripts; multi scene-views now supported
Fixed scene camera frame delay on post opaque component causing artifacts on water
Enabled ocean radial mesh again, now showing in all views, edit and play modes
Fixed ocean atmospheric scattering in all modes
Updated ocean prefab
Nuked placeholder water materials; no longer necessary
Added hapis old rock cave prefab for modders working to restore old procgen maps
Added Water_Body to Prefab in bandit_town scene; swamp now working with updated system
Removed SwampWater prefab; no longer needed
Updated neutral_dungeon_lighting to latest main camera and sky dome
Fixed potential NRE in tod sky probex code
Renamed Water component to WaterSystem
Renamed Water prefab to Water System
Updated neutral_dungeon_lighting prefab to include Water System
More seamless edit-mode for some components running on camera
Added generic sitting 360 pose (hands not gripping chair) and added to player animator
Bandit town / updated dredge structure