111,566 Commits over 3,928 Days - 1.18cph!
Updated cave prefab to LOD grid and the new non-raycasting setup
Adding atlas texture and mat
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Adding scrap searchlight files (ready to go)
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Fixed deepness issues; more accurate thickness; tweaks
Cleanup, minor cloud billboard fix when playing inside the editor
miner helmet implementation
Fixed reflection probe orientation with rotated sky domes
some 3rd person animations for a handcuffed player.
Time of Day inspector fixes
Added miner's hat model, textures, and prefab
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Check distance between two power poles before connecting them
Fixed custom ST shader compile path below sm30
Atmosphere, camera and climate settings. Flower transmission.
a few tweaks; added lake material
Wire shader and material tweaks
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Even better without missing materials
Show costs on planner menu
bone club fbx + mats + textures+ lods etc
Cheaper, better flowers. Terrain, grass and rock tone adjustments.
Show resource costs on hammer tool
Changed TerrainColors to accept runtime changes in TerrainConfig
Patched coarse heightmap generation back to original; tested proc and hapis, seems ok
Fixed not being able to click on chat avatar
Fixed not being able to scroll chat
Tweaked chat to be more visible in snow/sand
Fixed chat performance problems
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Fixed biome related color grading transition issues
Updated terrain blend mats with Diogo's new magic -- more seamless than ever. Forest grass tweaks. Crystal base fix.
Made the cargo plane not sound like a really long fart.