127,501 Commits over 4,109 Days - 1.29cph!
Value noise decor placement parameters are now exposed in the inspector
Tweaked distribution of rocks and bushes
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
Fixed floor grill thinking it was a door
updated phrases
optimized bear model LODs
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
plaster_a generic textures
More standard shader compilation polish
Sorting out instances for walls/rubble piles in powerplant
Fences and Walls models, LODs, Collisions
Ready to place prefabs, folders refactor
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
powerplant update/backup
ready to place prefabs
folders refactoring
trainyard/canyon/watertreatmentplant/tunnels update/backup
ready to place prefabs
more folder refactoring
Fixed entity vis query ignoring entities with triggers as colliders
Xp per minute setup mechanic
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Tweaked SMAA for quality; now works on grass and others
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Missed heli glass material
concrete slabs models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
▄▋▍▍▋▋█ ▌▊▋▄▌▍▅▍ ▉▉▆▍█▌▄ ▄▅ ▋█▌▄▇▉▉
Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)