114,252 Commits over 3,959 Days - 1.20cph!
Added terrain anchors to power line pylons for better placement
Same thing for power lines
Split river and road terrain adjustments into their own procedural components
Improved mesh generation and terrain adjustments for roads and rivers
More work on animal behaviour.
Improved transition from procedural roads to monument roads
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
Mining quarry wooden watchtower
Fixed hair colour not applied on armpit, pubic or eyebrow
Reapplying fix for missing camera script warning
worldmodeloutline osx fixes
Cherry picked WorldModelOutline NRE fix
Fixed NRE in worldModelOutline
Changed culling.world to unsaved for now
Fixed project settings define symbols
Removed unused component references from main camera
Defaulted culling.world to false; needs more fixing and testing
skin approval
fixed camera warning
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
Warehouse no longer has a quarry
Added road piece to warehouse
more fixes for worldmodels
fixed a bunch of worldmodels not having outlines
outlines enabled by default
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
Reapplied launch site road / power nodes
Work in progress toward better and more predictable animal behaviour.
Merged mining_quarry_a placeholder