127,218 Commits over 4,109 Days - 1.29cph!
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
Patched coarse heightmap generation back to original; tested proc and hapis, seems ok
Changed TerrainColors to accept runtime changes in TerrainConfig
Show resource costs on hammer tool
Cheaper, better flowers. Terrain, grass and rock tone adjustments.
bone club fbx + mats + textures+ lods etc
Show costs on planner menu
Even better without missing materials
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Wire shader and material tweaks
a few tweaks; added lake material
Atmosphere, camera and climate settings. Flower transmission.
Fixed custom ST shader compile path below sm30
Check distance between two power poles before connecting them
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
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 miner's hat model, textures, and prefab
Time of Day inspector fixes
some 3rd person animations for a handcuffed player.
Fixed reflection probe orientation with rotated sky domes
miner helmet implementation
Cleanup, minor cloud billboard fix when playing inside the editor
Fixed deepness issues; more accurate thickness; tweaks
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Adding scrap searchlight files (ready to go)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
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)
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Adding atlas texture and mat
Updated cave prefab to LOD grid and the new non-raycasting setup
Forced river meshes to flow downhill
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Moved top tier skin lods to atlas texture, prefabs updated
Subtracted changeset 8383
Reapplied changeset 8383 but different
Changed terrain paint overlay to multiplicative so that it's visible on snow