202,092 Commits over 4,171 Days - 2.02cph!
Adjusted a jumping puzzle barge to cooperate with water
Added new LOD for shipping containers
more lenient water exit jumping
Deferred mesh decal optimizations; down to nearly zero overhead
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made animals rotate on one axis to match terrain normal better
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Added "YOUR TURN" text that's visible during... your turn
ParticleSystemCull / ParticleSystemLOD fixes
players start naked because yeah
FOR FUCK SAKE tweak material and lighting
FOR FUCK SAKE shaderforge 1.32
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
equipment can replace corresponding slot's body mesh material, rather than the whole model
Don't create gibs over 500m away
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
fixed unit mouse hover event
gear stuff, UI tweaks, minimap fix
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
added latest ASE, character shader, other fuckery
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)