161,358 Commits over 4,597 Days - 1.46cph!
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
Fix NRE in Rust+ CameraInput when the target camera was destroyed
- Removed more old image effects
- Updated scenes and prefabs to remove old missing components
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons
- Green when open, tooltip on hover
- Removed the main menu mask from them so the icons show the first time F1 opens
- Graph dot size is now a setting, smaller dot in the f8 widget
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Updating branch; merge from main
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up.
Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
merge from stencil_changes
expanded tattoo ink colours
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Merge from indirect_instancing/stable
Procedural caves 7 - removes the old cave monument prefabs
Procedural caves 6 - cave well prefabs from procedural_caves
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Procedural caves 4 - procedural entrance a scene and prefab
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Procedural caves 4 - procedural entrance b scene and prefab
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
- Removed the old binocular overlay material and shader
- Removed the amplify occlusion scripts
- Removed missing scripts from various prefabs and scenes
merge from /brutalist/stagingpartvisibility
Fixed the 14 different explosion master prefabs to work with the updated screen shake.
Adjusted timings on med_mushroom flowmap for smoother playback.
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Updated M79 Grenade Launcher Textures
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Cherry-pick BRG shadows into 6.7 (Experimental)
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
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- Add an f8 widget to show some net info whilst playing
- Minor graph UI updates
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Render shadows via BRG (Experimental)
Merge from unity_6.7.0 + indirect_instancing
Add game tip when equipping Uzi if fire mode button is unset
NPC phone conversations moved to top of phone directory