128,127 Commits over 4,109 Days - 1.30cph!
Mining quarries
Tweaked heightmaps
Fixed floating objects
Removed grass from splat masks
Tweaked material colors
General polish
Mining quarry C tweaked splats
Quarry rocks material fix
optimized special fx sprites
Bunch of monument loot tweaks (Hapis)
Ore nodes more likely to spawn inland rather than coastal cliffs (Hapis)
Reduced desert ores (Hapis)
Junk piles spawn along all roads (Hapis)
junkyard mounds LODs/Prefabs
Junkyard mounds colliders, prefab update, scene2prefab junkyard
junkyard paths decal meshes
More on animal behaviour ai.
Finished reprojection clipping
Cleaned up frustum culling correction (still needs opt)
Reduced infinite grid cell size to 50m
Fixed occlusion culling not restoring visibility to lod component on distance cull
Cherry picked occlusion culling fix
24227
chainlink fence is rusty
barbedwire set damage triggers
dungeon fences are shoot through
procgen road material/texture tweaks
Quarry rocks mesh and texture progress
Twig foundations can no longer be placed inside building privilege (only floors)
Increased building privilege radius around buildings to 16
junkyard ruin section
terrain heightmap rebake
Can only place one tool cupboard per building
Added env.progresstime (pauses time of day progression when false)
Moved road_asphalt material
junkyard fixes / colour tweaks
Added dithered alpha to road_a
Switched road_asphalt material to alpha cutout
Quarry rocks texture cleanup
Removed wall sockets from foundation steps
Updated barricade prevent building volumes to be identical to their damage volumes
couple of fixes - junkyard
Updated Hapis roads to use asphalt
Additional deploy volumes on wall and floor pieces
Building privilege distance checks use exact distance from entity bounds
Import normals on half wall colliders
Subtracting
24259 (various regressions)
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Only spawn one of each type of quarry