127,704 Commits over 4,109 Days - 1.29cph!
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
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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
fixed foot flipping around like pinball flippers when player was on stairs
snowball meshes and textures
Beenie hat now deforms hair
Fixed deferred decal gbuffer normal decoding
Cave reverb tweaks
Fix occasional attempt to unload music clips that aren't loaded yet
Fix repeated phys impact sounds when objects get stuck inside something
Failsafe for rare stuck bush rustle
Fix song shuffling not kicking in before first piece of music plays
Lazy deferred decal draw queue/order
New mushrooms (no lods yet)
code cleanup
tonnes of minigame work
tightened up all colliders
trees give half their resources on falling
disabled minigame on some weird small trees
merge into main
protocol++
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
Subtracted 23812; needs a better approach
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Tweaked NPC attack offsets.
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