127,574 Commits over 4,109 Days - 1.29cph!
Fixed water shore flickering when TSSAA is enabled
Allow changing to nav_disable at runtime to stop all AI ticking.
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher
Rocket factory layout changes
Added makeshift walkways
Replaced some of the lifts with staircases
Material tweaks to make the area easier to navigate
Added interior lights
Rocket factory stair colliders / LOD settings
Removed blocker from Rocket factory staircase
deco for door and windows, models/gibs/prefabs
Fixed beard sometimes not showing
Commented world model check in GetFootPlacement (gc alloc)
viewmodel prefab update - removed 'apply root motion' from animators
Fixed recurrent GC alloc in TSSAA
Admire animations - adding to DB
Fixed recurrent GC alloc in SelectedBlueprint.Update
junkyard - base scene setup and autospawn prefab
Northern snow and ice work
Optimized rocket factory walkways geometry
Downscaled a few textures
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
Rocket factory / fixed walkway LOD's
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Building privilege is emitted by all building blocks that are connected to a tool cupboard
▆▋▉█▉ ▌▆▍▆ ▌▇▄▇ ▍▉█▍, ▆▍ ▊▆▅ ▊▄▆ ▉█▊▇ ▄▉▍ ▊▌▊▇▍ ▄▉▄ ▅▅▅▇▌▅█▅ ▉▋ █▄▅▆ ▆▅▅▉ ▅▄█▉
Building ID save / load happens in DecayEntity instead of BuildingBlock
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Workbench can no longer be locked (bug fix)
Added explicit specular control to hair shader
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
Double check that we have valid heightmap meta before running async terrain mesh generation.
Fixed player motion blur popping when swapping LODs