114,203 Commits over 3,959 Days - 1.20cph!
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Building ID save / load happens in DecayEntity instead of BuildingBlock
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Building privilege is emitted by all building blocks that are connected to a tool cupboard
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Rocket factory / fixed walkway LOD's
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
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
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Downscaled a few textures
Optimized rocket factory walkways geometry
Northern snow and ice work
junkyard - base scene setup and autospawn prefab
Fixed recurrent GC alloc in SelectedBlueprint.Update
Admire animations - adding to DB
Fixed recurrent GC alloc in TSSAA
viewmodel prefab update - removed 'apply root motion' from animators
Commented world model check in GetFootPlacement (gc alloc)
Fixed beard sometimes not showing
deco for door and windows, models/gibs/prefabs
Removed blocker from Rocket factory staircase
Rocket factory stair colliders / LOD settings
Rocket factory layout changes
Added makeshift walkways
Replaced some of the lifts with staircases
Material tweaks to make the area easier to navigate
Added interior lights
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
Allow changing to nav_disable at runtime to stop all AI ticking.
Fixed water shore flickering when TSSAA is enabled
Second attempt at a black sludge fix
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Moved most postprocess stack shaders back to original folder to allow local builds
Fix for black sludge in TSSAA
Fixed zooming in non-TSSAA modes
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed NRE caused by post process stack v2
Fixed hair not deforming back when removing hats
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Forcing project settings update/reset