127,358 Commits over 4,109 Days - 1.29cph!
twig half wall block models/col/gibs - block prefab updated
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
Renamed culling.lodcomp to culling.world; enabled by default
Updated plugins with new Unity libraries
First attempt at stopping animals from attacking through walls.
wood half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
stone half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
toptier half wall block models/col/gibs - block prefab updated
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
Updated Apex AI to 2017.2
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Fixed roads / powerlines getting interrupted by rivers
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Restored culling stats display; editor-only
More work on the road network generation in preparation of monument in / out points
worldmodel outlines (off by default)
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
Roads no longer sometimes go through water
Tweaked biome distribution (slightly less arctic, slightly more arid)
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Added gizmos to TerrainPathConnect
Subtracted
24049 and
24043 => rollback to 2017.1.2f1
Updated powerline layout to same algorithm roads are using
Monument placement optimizations
Preliminary road / power connection points for all monuments
Mining quarry A progress backup
PathFinder.Point implements IEquatable
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
Road and powerline tweaks
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Fixed outline when using temporal AA
Fixed outline issues affecting other effects
Fixed outlined object showing over viewmodel
Added depth tolerance to outline draw shader (glow over grass)