123,268 Commits over 4,171 Days - 1.23cph!
Fixed spinnerwheel quaternion related errors
[D11] [UI] wip changes to the notification areas aesthetics
Disabled fastimpostors on macOS until fixed
[D11] Handle the kick in litenetlib
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
[D11] [UI] fixed a misplaced float causing an error in a server build
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Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
fixed passing loot through floor using BBQ exploit
[D11] Add some scripts to reimport all audio clips with settings as suggested by Unity, and a general framework to re-trigger the import of any sort of asset class
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Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
[D11] Much cleaner stat tracking in LiteNetLib
Lowered max loot spawns at site B
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Scene2Prefab Military Tunnels
Vertex painted deck, hull and mast
Yet another merge from main
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Hide Signs convar, option
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Slightly faster tree mesh sort
Scientist work without Navmesh/movement (turret-like).
[D11] Implemented SendBroadcast in LiteNetLib
Swamp tree atlases
Modified swamp trees to render as a single drawcall per tree
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
A bit more work on Scientist AI.
Cleaned up plugins folder
Updated Facepunch.System memory pool to latest version
[D11] [UI] fix for old HUD null reference error
[D11] Get rid of _outgoingData not needed anymore.
Merge from swamp_tree_performance