319 Commits by 12 Authors. 8,672 files added, 910 deleted, 532 moved.
26 May 2018
Pål Trefall
Improve weird NPC animal targeting.
More robust spawn position memory for NPCs.
Slightly more robust setting of NPC spawn location./ai_temp
25 May 2018
Maurino Berry
IOEntity work/Monuments_puzzles
Alex Webster
Added world model and entity ore prefabs adding ore folders moved ore model fbx, textures and material to weapons folder/ore_holdtype
André Straubmeier
Splat map is in native code/procgen_native
Height, biome and topology maps are in native code/procgen_native
Pål Trefall
Work started on NPCs taking note of interesting throw objects, like flares./ai_temp
Added waypoints to patrol routes at military tunnel./Monuments_puzzles
Added stationary spawn points at military tunnels (no scene edits)./Monuments_puzzles
Updated patrol points at military tunnels./Monuments_puzzles
Updated military tunnel cover points./Monuments_puzzles
24 May 2018
Vincent Mayeur
Separated the button on the big_button prefab/models/Monuments_puzzles
tweaks/Monuments_puzzles
scene2prefab (prefabs only)/Monuments_puzzles
Cloning vat bay final models/prefabs/Monuments_puzzles
more MT lab polish/Monuments_puzzles
airfield armory polish MT lab polish/Monuments_puzzles
Maurino Berry
skin approval
merge from main/Monuments_puzzles
monument puzzle IO entity work/Monuments_puzzles
Pål Trefall
Updated NPC communication ranges.
Improvements to AI waypoint system.
More accurate range check for AI sensations. AI Memory improvements. NPC patrolling at MT enabled again.
23 May 2018
Pål Trefall
Noise levels for weapons used by AI sensory system. Junkpile Scientists are less hostile.
Merge in new AI Sensory System and changes.
Merged from main/compound_monument_updates/AI sensory system
More NPC sensory system work. Better control over tick rates for the systems involved ++./compound_monument_updates/AI sensory system
Further NPC sensory system upgrades. Target detectibility (fov, noise, etc), Gun noise +++./compound_monument_updates/AI sensory system
Diogo Teixeira
Enabled probex, culling and coverage queries on Vulkan Updated AsyncGPUReadback to work on 2018.2+ Disabled mesh compression on some hairstyles fbx to prevent crashes in 2018.2 beta (bug submitted)
Fixed particle addsmooth + cleaned up a couple others
Vincent Mayeur
Added Texture set plastic pipes Added textured WIP cloning vat model Laboratory in military tunnels set dressed/Monuments_puzzles
22 May 2018
Pål Trefall
Improved junkpile scientist behaviour through new sensory system ++./compound_monument_updates/AI sensory system
More work on sensory system. They no longer freak out about flares++./compound_monument_updates/AI sensory system
Maurino Berry
merge from main/Monuments_puzzles
Damian Lazarski
Swamp placeholder material update/bandit_town
Bandit town scene progress added swamp tree greyboxes added placeholder swamp material/bandit_town
Diogo Teixeira
Added "Soft Camera" Fade toggle and Factor to soft particle shaders Fixed soft particle shaders not properly fading against water surfaces
Alistair McFarlane
Island cleanup Compound work/hapis_islands
more Hapis compound work/hapis_islands
Vincent Mayeur
clone vat greybox for tunnels lab/Monuments_puzzles
launch site/Monuments_puzzles
Monuments scene2prefab/Monuments_puzzles
All levels so far: independent crate spawners for loot rooms/Monuments_puzzles
21 May 2018
Damian Lazarski
Wooden cabins modular pieces LOD/COL/Prefabs Walkway segments LOD/COL/Prefabs Updated swamp cabins scene/bandit_town
Pål Trefall
More work on NPC sensory system update./compound_monument_updates/AI sensory system
More work on NPC sensory system./compound_monument_updates/AI sensory system
More updates on sensory system refac. Cover point sensing now up to date./compound_monument_updates/AI sensory system
Alistair McFarlane
progress backup/hapis_islands
progress backup/hapis_islands
Hapis Islands monument progress/hapis_islands
Vincent Mayeur
WTP progress backup/Monuments_puzzles
Airfield and trainyard progress backup/Monuments_puzzles
19 May 2018
Alistair McFarlane
progress backup/hapis_islands
18 May 2018
Damian Lazarski
Bandit town progress / greyboxed wooden shack modular walls/bandit_town
Pål Trefall
More work on NPC sensory system./compound_monument_updates/AI sensory system
Alistair McFarlane
progress backup/hapis_islands
progress backup/hapis_islands
progress backup/hapis_islands
Vincent Mayeur
Powerplant near final puzzle/set dressing extra overhang pieces based on stairs set/Monuments_puzzles
17 May 2018
Diogo Teixeira
Updated texel density tool; fixes scene view
Updated visualize texel density to latest; now works in scene view Added texel density support for core/foliage, core/foliage-billboard
Added root .vs folder to ignore.conf
Improved vizualize texel density tool portability; moved to third party
Disabled high quality shadows (PCSS) on glcore (sampling bug)
Damian Lazarski
Bandit town progress backup/bandit_town
Bandit town progress/bandit_town
Alistair McFarlane
backup progress/hapis_islands
progress backup/hapis_islands
Vincent Mayeur
Powerplant progress backup/Monuments_puzzles
Powerplant progress backup/Monuments_puzzles
Powerplant progress backup/Monuments_puzzles
Sewer Branch backup/Monuments_puzzles
Attempt to fix random black pipes problem/Monuments_puzzles
Thomas Butters
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
André Straubmeier
CodeGenerator
Pål Trefall
More progress on the new NPC sensory system./compound_monument_updates/AI sensory system
NPC sensory system rework, WIP./compound_monument_updates/AI sensory system
16 May 2018
Matt Isaac
added hat morphs to lod1 hairstyles so they no longer clip through headwear
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods/hair_caps
Vincent Mayeur
extra sewer tunnel block Sewer Branch fresh dressing pass underground/Monuments_puzzles
progress backup/Monuments_puzzles
progress backup/Monuments_puzzles
Alistair McFarlane
progress backup/hapis_islands
offshore island progress/hapis_islands
15 May 2018
Vincent Mayeur
progress backup/Monuments_puzzles
Diogo Teixeira
Async read fallback to native path on unsupported platforms (e.g. glcore) Better async read fallback/safety handling on coverage and culling
This commit has been marked private, so it is hidden
Added support for generating terrain splat texture arrays Added texture array asset inspector override for working preview Changed terrain rendering from atlas textures to texture arrays (finally) Doubled parallax occlusion mapping sample count
14 May 2018
André Straubmeier
Fixed upgrade menu / highlight not working with lookatradius 0
Matt Isaac
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07/hair_caps
Diogo Teixeira
This commit has been marked private, so it is hidden
Vincent Mayeur
pipe_pole files/Monuments_puzzles
merge from compound branch/Monuments_puzzles
manifest/Monuments_puzzles
merge from main/Monuments_puzzles
taylorreynolds
Removed detail layer from hoodie material
Alistair McFarlane
merge from main/hapis9
Another autoturret order tweak
13 May 2018
Diogo Teixeira
Fixed q=2 penumbra hard edge on spot lights Fixed q=2 point light artifact when close to camera + penumbra size
12 May 2018
Diogo Teixeira
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
Alistair McFarlane
Fixed StorageContainer and BaseOven order interaction
Fixed auto turret order interaction
André Straubmeier
This commit has been marked private, so it is hidden
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++
11 May 2018
Damian Lazarski
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material/bandit_town
Added powerlines to old monuments/compound_monument_updates
Rotated electric poles in the compound/compound_monument_updates
André Straubmeier
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
Updated ignore.conf
Updated ignore.conf
Merge from unity_2018.1.0
Jenkinsfile/unity_2018.1.0
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Network++ Save++/unity_2018.1.0
This commit has been marked private, so it is hidden
EAC SDK update/unity_2018.1.0
Scene2Prefab/unity_2018.1.0
Manifest, Part 2/unity_2018.1.0
Manifest/unity_2018.1.0
Merge from main/unity_2018.1.0
CodeGen/unity_2018.1.0
CodeGen uses UNIX line endings instead of system ones/unity_2018.1.0
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)/unity_2018.1.0
This commit has been marked private, so it is hidden
Renamed some Rust.Workshop script files so the file names are identical to the class names/unity_2018.1.0
Alex Webster
- Player anims - Added blendtrees to playeranimator - Added freefall ,openParachute, and landing bools to playeranimator/skydiving
Alistair McFarlane
progress backup/hapis9
progress backup/hapis9
Vincent Mayeur
replaced links to prefab in the scene scene2prefab/compound_monument_updates
billboard_a files/compound_monument_updates
10 May 2018
Diogo Teixeira
Queue async requests/unity_2018.1.0
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)/unity_2018.1.0
Fixed AO flickering when both MB and TAA are disabled/unity_2018.1.0
Updated AO2/GTAO to latest; patched Toggled downscaled AO mode; 2x faster, same quality Viewmodel range AO tweaks/unity_2018.1.0
Updated PCSS shadows to 2018.1 Fixed PCSS shadows for point lights + added blue noise Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows Fixed core/skin bug in normal blending Touched relevant shaders/unity_2018.1.0
Damian Lazarski
Replaced old powerlines in the compound monument/compound_monument_updates
Electric poles / spotlight and snapped cable variants/compound_monument_updates
Broken electric pole variant/compound_monument_updates
André Straubmeier
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Moved plugins to asmdef/unity_2018.1.0
Alistair McFarlane
Hapis compound monument prep/hapis9
Vincent Mayeur
Billboards greybox/compound_monument_updates
Caves scene2prefab/compound_monument_updates
Possible fix for cave spikes pit resetting last wipe/compound_monument_updates
WTP terrain blend texture fix/compound_monument_updates
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels/compound_monument_updates
Fixed UV direction being wrong on all watch towers/compound_monument_updates
9 May 2018
Damian Lazarski
New electric poles / removed old meshes/compound_monument_updates
André Straubmeier
This commit has been marked private, so it is hidden
GraphicsSettings/unity_2018.1.0
Update prefab ID in DoPrepare instead of OnValidate/unity_2018.1.0
Build script updates/unity_2018.1.0
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Vincent Mayeur
tunnel B scientists patrols A and B lookat's scene2prefab/compound_monument_updates
progress backup / tunnel A scientists patrols/compound_monument_updates
progress backup/compound_monument_updates
compound tunnel B improvements light overgrowth pass scene2prefab/compound_monument_updates
Pål Trefall
This commit has been marked private, so it is hidden
8 May 2018
Pål Trefall
This commit has been marked private, so it is hidden
Vincent Mayeur
compound tunnel B progress backup/compound_monument_updates
fixed checkpoint model LOD1 floating decal/compound_monument_updates
compound tunnel A improvements scene2prefab/compound_monument_updates
compound tunnel A scene2prefab/compound_monument_updates
merge from main/Monuments_puzzles
Alistair McFarlane
merge from mainrelease
7 May 2018
André Straubmeier
This commit has been marked private, so it is hidden
Diogo Teixeira
Fixed deprecated api causing errors on il2cpp/unity_2018.1.0
6 May 2018
Alistair McFarlane
Another Compound out of bounds fix
merge from mainrelease
André Straubmeier
Fixed lerp client time offset corruption when server timestamp goes out of sync (from low level CPU stalls that can occur on some managed hosts)
EAC SDK update
5 May 2018
Alistair McFarlane
Fixed compound workbench not saving on server restart
another pass on out of bound abuse at compound
4 May 2018
Diogo Teixeira
This commit has been marked private, so it is hidden
More 2018.1 shader updates; fixes shadow related shaders errors when using torch Touched relevant shaders/unity_2018.1.0
Fixed potential NRE in color grading effect editor/unity_2018.1.0
Merge from main/unity_2018.1.0
Updated shaders to 2018.1 Fixed compile errors on some old SF shaders Fixed shaders fetching DXT5nm packed w/ other data Merged in IHV srgb import fixes Fixed/updated motion vectors Rebaked terrain atlas/unity_2018.1.0
Alistair McFarlane
merge from mainrelease
Pål Trefall
Add safezone check to patrol heli.
Small hostility check optimization for Scientists. NPC turrets no longer target animals (just annoying).
Animals are NPCs too.
NPC turrets no longer allow any other type of NPC close to the Compound, other than Scientists.
This commit has been marked private, so it is hidden
3 May 2018
Alistair McFarlane
Compound out of bounds fixes
merge 26800 to main
merge from mainrelease
merge from mainrelease
Phrases
Reverted Flare cost reduction Removed Flare from compound vending machine Only one player can use recycler at once fix
flare cost reduced (less gp from recycle)
Fixed underwater decor maximum crate population exceeding spawn positions available
Damian Lazarski
Slightly moved chillzone decal to prevent z-flickering / disabled shadow casting on the decalrelease
Alex Rehberg
Fix sound modulation application stomping distant volumes the first frame a sound is played
Local player footsteps are quieter than other players Boat sounds Chainsaw sounds Misc sound polish & mix tweaks
Maurino Berry
This commit has been marked private, so it is hidden
skin approval
skin pre approval
no longer mark hostile when suiciding in safe zone
André Straubmeier
Merge from main (final, hopefully)release
Merge from mainrelease
Cannot loot other player corpses / sleepers / bags inside safe zones
Merge from save162 (another staging server wipe, sorry guys)
NRE fix/save162
This commit has been marked private, so it is hidden
Added terrain anchors to compound monument/save162
Matt Isaac
rebuilt male_facial_hairstyle_04 with new vertex colour, morphs and skinning
Diogo Teixeira
Switched SSAO back to gbuffer normals; fix for liney vm occlusion and over-darken vegetation
2 May 2018
Maurino Berry
looting wounded or sleeping players in safe zone marks you as hostile
autoturret optimizations
one last sentry near chill zone
barrels and animals no longer trigger player as hostile hostile warnings are cleared after switching servers dive site crates now are visible (oops) dive site crates save behavior fixed looting your own corpse no longer marks you as hostile suiciding in compound no longer marks you as hostile looting backpacks now marks you as hostile (except your own) fixed startup errors fixed exploitey areas of compound added more external compound turrets fixed chill zone tables/bbq being stealable more hobo barrels on compound for night lights protocol++
Matt Isaac
wip hairstyle 07/hair_caps
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
hair fuzz and material changes from hair_caps
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller/hair_caps
Pål Trefall
Improvements to Scientists vs dead people and targeting/shooting.
Safety check around AI context's position entity to ensure it's not destroyed.
Disabled chair detection in NPCs.
Tweaks to creepy look at behaviour in Scientists at Compound.
Stationary scientists at Compound looks at players if they get close enough.
Updated monument navmesh in Compound scnene (no scene2prefab).
Another monument navmesh tweak at Compound (last one)
Tweaked last known position movement AI.
Geiger Counter optimization
Update Compound scene with new monument navmesh settings.
Fixed monument navmesh on Compound
Fixed the fix.
Fixed error as warning msg.
AI tweaks (LOS tweaks and AI behaviour tweaks).
André Straubmeier
Shader auto updates/unity_2018.1.0
619 fbx meta file auto updates/unity_2018.1.0
BuildTarget update/unity_2018.1.0
PresetManager, whatever that is/unity_2018.1.0
Packages folder/unity_2018.1.0
Initial shafting/unity_2018.1.0
Socket_Base shit is done in DoPrepare instead of OnValidate
Include terrain in BaseEntity.IsVisible
Cherry picking 26745
Merge from save161
Merge from main/save161
Vincent Mayeur
removed buzzing sound and smoke from light fixtures 'on' prefabs
sentry material edit
Final scientist sentry files Updated sentry static NPC prefab/save161
Compound terrain blend map fix/save161
Compound terrain blend map fix/save161
1 May 2018
Pål Trefall
Continuing to improve AI for Compound. Searching for lost targets and tightening up some lose ends./save161
A couple more tweaks to AI./save161
Yet another AI tweak./save161
AI improvements at Compound./save161
Tweaks to AI at Compound. Unfreeze NPCs due to bad tweaks. Stationary NPCs now actually return to their spawn post properly./compound_monument
Scene2Prefab/compound_monument
Stationary scientists can return to spawn./compound_monument
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing./compound_monument
Cleaned out old IsHostile function./compound_monument
Switched out scientist type for compound spawners. Scene2Prefab/compound_monument
Scene2Prefab/compound_monument
Slight increase in scientist respawn times at Compound. Work towards preventing Scientists from crouch walking like idiots./compound_monument
AI tweaks at Compound Scene2Prefab/compound_monument
Maurino Berry
fixed items missing hostile score/save161
added diving gear to square crates updated scuba underwater crates with better loot/save161
px error fix/save161
px error fix/save161
hostile warning when drawing weapons/save161
chill zone decal/save161
scene2prefab/save161
scene2prefab/save161
scene2prefab/save161
manifest/save161
extra sentry gun chillzone updated barbed wire update plugins rebuild building supplies vending machine updated added lowgrade to resource VM/save161
scene2prefab/save161
adjusting building supplies cost/save161
added chill area to compound added additional vending machine flare cost reduced (less gp from recycle)/save161
fixed scientist sentry guns being destroyable fixed compound vending machines only selling tshirts after a load/save161
NPC vending machine prefabs/compound_monument
ch47 no longer visits shitty monuments/compound_monument
additional sentry turrets in compound/compound_monument
NPC turrets clean up sleepers after 20 minutes fixed NPC turret aim offset on sleepers/compound_monument
peacekeeper scientist/compound_monument
NPC Vending machine tables/compound_monument
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater added missing phrases updated diving tank icon
This commit has been marked private, so it is hidden
Alistair McFarlane
hostile warning UI fixes/save161
Dive mask UI fix
Damian Lazarski
Compound chll area dressing / added overgrowth to empty areas/save161
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations/save161
Fixed incorrect prefab references in the rock_dressing scene
Vincent Mayeur
More efficient prevent movement volumes Untagged pointlight on hobobarrel_AlwaysOn Scene2Prefab compound/save161
Bug fixes Out of bound prevent movement volumes now work correctly compound scene2prefab/save161
Couple of fixes scene2prefab compound/compound_monument
Updated rules sign/compound_monument
Matt Isaac
merged from main/hair_caps
tweaked light materials/hair_caps
André Straubmeier
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
Underwater vegetation tweaks/save161
Underwater vegetation/save161
Spawn underwater rock formations/save161
Network++ Save++/save161
Manifest/save161
Scene2Prefab/save161
Merge from compound_monument/save161
Merge from main/compound_monument
Merge from main/save161
Fixed mountable NRE when destroyed from moving into an invalid position