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Overgrowth dressing scene updates
Better terrain adjustments on small caves
Rock formations use prefab scene for easier handling
Fixed rock formations sometimes placing on roads
Increased min distance between caves (more space between their nobuild volumes)
Don't place prefab mountains on maps that are smaller than 3000x3000
Added wolfskull worldmodel
reduced tri count of LOD1
Fixed colliders not batching on server load
Fixed clientside exception
Merging multithreaded batching
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
Added wind flutter to foliage shader + extra control params to match ST
Clear old maps from cache when world version is incremented
wolf skull fbx/prefab/textures/materials
Tweaked power substation terrain adjustments
Some prefab auto-disables
Fixed rotation of roadside electrical boxes
Fixed terrain placement of power substations not being applied
initial functionality
fix for vending machines destroying when walls upgraded nearby
Reapply phys sound updates
Vending machine sound tweaks
Cull AudioReverbZones in PreClientComponentCull (server audio overhead)
More tarrain checks for military tunnel monument
Increased nobuild zone around trainyard
Removed from script as well
Removed terrain adjustment padding from prefab scenes (added to radius)
Updated warehouse monument topology (river issues)
Re-added monument name phrases and enabled map labels
Fixed some monument layers
Correct batching script on overgrowth prefabs
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Added bone fragments worldmodel
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
Fixed culling related NRE in spectate mode
Nicer RPC calling
Fixed corpses not being eaten
More granular time slicing for work on the main thread
fixed fbx unity warnings for world python & m249 models