123,836 Commits over 4,171 Days - 1.24cph!
turns out there were more xmas prefabs to update
updated shredder proportions, fixed missing textures
Bug fixes with changing settings, tidy up.
removing the odd ones that shouldn't be there but keep coming back
Reduced some texture sizes
Removed some unused textures left
Disabled bonus game on pine_sapling_a to _d
Scene2Prefab - prefabs only
Disabled global billboards on all bushes for the current perf evaluation
Removing CraggyIsland_HD from bundles / build settings to make sure we're not loading stuff we don't currently need
Fixed DecorScale not applying to BushEntity
Temporarily removing HapisIsland from bundles / build settings
Decor v3 changes / brought back river reeds that were disabled by mistake / replaced temperate ferns in arid with very short palm trees
Re-painted topologies in some monuments to define inner trails as roads
Fixed stables enclosures not having grass in them
Remapped Festive door wreath, Door and window xmas deco
Remapped the Xmas tree models to use the tree pine texture sheet
Fixed fishing villages not spawning, moved mainland test to terrain checks inside harbor scene instead of PlaceMonuments script
a bunch of fixes for Dome/SatDish
Simpler material for LS terrain hill meshes
Preventing giant excavator terrain from flooding
Removed a cliff you could sometimes get under at WTP
Projector light at stables_b optimizations
Better road collision detection on some of the cliffs prefabs
nudging static windmill slightly in bandit town (vanes clipping)
merge from bandit town optims
Merge from chainsaw_vis_fix
Merge from dof_target (debugcamera_dollyspeed convar)
When PositionLerp wipes, reset the timeOffset values. Fixes players sliding at the start of demos after jumping to a new position: The TimeOffset was using old values from the previous run until the full TimeOffsetInterval passed and all the old values got shuffled out.
Potential fix for chainsaw (and potentially other entities) not being disabled properly
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Remaining megacliff region
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fixed the shadow caster source for the dredge body prefab
LOD distance tweaks to swamp cabins
a few fixes and placement polish
Properly handling switching between scaling modes and sizes.
Removed trees that were spawning in the wrong positions in some monuments