111,288 Commits over 3,928 Days - 1.18cph!
Another autoturret order tweak
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Fixed StorageContainer and BaseOven order interaction
Fixed auto turret order interaction
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Reverting accidentally committed ProjectSettings
Moved Facepunch.System and Facepunch.Unity to asmdef
Added missing folder meta file of no relevance
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material
Fixed another \ vs / issue on effect folders when building manifest on Windows
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
- Player anims
- Added blendtrees to playeranimator
- Added freefall ,openParachute, and landing bools to playeranimator
Merge from unity_2018.1.0
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Added powerlines to old monuments
replaced links to prefab in the scene
scene2prefab
Rotated electric poles in the compound
CodeGen uses UNIX line endings instead of system ones
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Replaced old powerlines in the compound monument
Fixed AO flickering when both MB and TAA are disabled
Electric poles / spotlight and snapped cable variants
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