200,738 Commits over 4,171 Days - 2.01cph!
M15 Pistol - Added emissive to world model
Update: use ConcurrentDictionary for BasePlayer.lastPlayerVisibility
Trying the simplest approach first, lets see how it scales on release pop.
Tests: 2 player local session with occlusion culling de-/spawning player
Improvised walkways progress
Reduced AO intensity on market container mat
Changed FOOD mesh decal to deferred decal. Added hanging fish asset + LODs, COL. Changed food market gate to static prefab.
ResetStaticFields on BuildingManager
Codegen
corrected solid capsule gizmo render position (still just draws two spheres though)
naval_update -> scientist_rhib
Onbly show the tutorial button if the connected server has a tutorial available
merge from particlesystem_warnings_fix
Try and use higher LODs in 2 cases
Enabled R/W on 31 meshes used by particle systems to fix warnings
Added a fix the to environment volume rendering when changing the type to include/exclude SpatiallyAware
Added tags to all building skins store page to show their tier (wood, stone, metal)
Ensure logo image resets on joining a new server (doesn't stay the old one)
Ensure tips reset on joining a new server if the old one had custom tips
Fix build regarding AssetDatabase
Fix build regarding AssetDatabase
Fix build error about missing TerrainTools
Fix build error about missing TerrainTools
Update: early out from running occlusion checks if no players to process
Tests: none, trivial change
Bugfix: use cached network time of one player to avoid worker thread calls to script api
Tests: none, one more to fix
Merge from hardcore_refresh
Clean: wrap Task.Wait into a named lambda
This will make it appear in server snapshots
Tests: none, trivial change
Update: main thread now participates in occlusion task processing
Tests: none, as I need to adapt more code to make it friendly to running on workers
merge from pilot_hazmat_dlc
merge from new_menu2/uishadows_optim
merge from fix_terrain_hole_clipping
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merge from fogmethod1 (sky branch) - atmosphere fog brightness fix and value compensation
put foregroundfog shader in bundle
Very minor tweak to underground after the shading formula fix.
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Update of hazmat pilot world model
Tweaked more things to compensate for the fixed fog calculation.
Fixed the odd purple at dead twilight.
Various. Fog tweaks. Polish pass & consistency between weather types.
Mitigated snow flake redness at twilight.
merge from new_menu2
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127788 Fixed social context menu appearing under the friend list
Restored EditorSettings.asset, ffs Plastic why do you select hidden changes by default
Fixed social context menu appearing under the friend list
Moved TrueShadow OnWillRenderCanvas calls to the TrueShadowManager
Tagged 2 TrueShadows missing their update group