195,918 Commits over 4,110 Days - 1.99cph!
tube lights wip implementation
Merge from trimmed_asset_warmup
Include fx prefabs in warmup too
removed old bullet_container folder and contents as it's no longer needed
Security Spotlight Prefab update
atmosphere height falloff
WIP propper build area check using bounds instead of the temporary radius test
hanging fish LODs complete for 3 variants. prefabs updated
ship_searchlight textured
Spawn new scientists on small oilrig
Reduce odds of scientists charging
- Vary angles, don't be predictable and peek from the same place twice
- Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
syncvar_ilpostprocessor_hook -> main
Update: Merge Terrain and FoliageGrid benchmarks
- Re-enabled terrain rendering in FoliageGridBenchmark
- Delete TerrainBenchmark
Tests: autobench in editor
Dont print anything on weaving success - only failure
Wrap lots of weaver variables in using statements to help prevent any leaks/issues in the future
Merge from additional_environment_volume_shapes
Do not highlight cart button on owned items
codeanalysis_build_stripping -> aux3
merge from j25_monument_fixes
codeanalysis_build_stripping -> aux3
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Bugfix: MonumentBenchmark - don't clean up reflection probes between monument spawns
This would cause sporadic exceptions during benchmark run.
Tests: autobench in editor
jungle_floor_shadow_proxy -> main
Fixed jungle floor shadow proxy.
Parse object name in highlights to remove the shadow proxy cube
cave_entrance_a disabled no sunlight on a volume - too close to surface
increased culling distance on static doors
Fix scientists not reacting to loud gun sounds when patrolling
When checking out, fallback to browser if the steam overlay didnt open for whatever reason
Only create new stopwatch if we need to
Remove editor menu item - doesnt work well with il post processor (as expected)
Make stop watch static. Add editor menu item to show weaving performance information (time taken to weave etc)
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
- Fix scientists being able to see through some covers (pallets, pipe piles)
- Better line of sight debugging
created new em_cold material for industrial wall light white (em_cold_dlc) and upped emissive from 2.3 to 3.3
syncvar_ilpostprocess_hook -> aux3
Cleanup, and more server defines checks
Hooked up the sphere and capsule mesh to the SpatialEnvironmentVolumePass component on the Main Camera prefab
Security Spotlight blockout update