127,187 Commits over 4,109 Days - 1.29cph!
replaced fps.graph with perf
setting perf to 2 will show more details
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Fixed smoe missing materials
Assigned the collision mesh overrides to foundation, foundation.steps, foundation.triangle to use the custom collision meshes made last week
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
Added padding to bridge terrain adjustment
new tracer effect
lowered rate of fire for some weapons
Fixed some dedicated server compilation errors
Protocol++ (network + save)
Merge from terrain-improvements
Simplified ammo system under the hood
Ammo display counter
SpeedTreeCleanup: Fixed some special cases
Getting the material from TerrainConfig in TerrainTexturing
Fixed missing terrain material in TestLevel
Old save compatibility (for BuildingTest)
Fixed some missing references in BuildingTest
optimized the building destruction special f/x
fixed a bunch of errors with the viewmodels missing some animations
setup the gib script so it points to the correct gib special fx
added some code to show the player shuffling his feet when he's turning on the spot (we've finally achived NEXT GEN status !!)
some tweaks to the turn in place animations
Removed override keywords from standard-terrain; so it doesn't upset unity shader compiler
TerrainTexturing now passing TerrainMeta instead of terrain to PVT_Param
Removed deprecated terrain shaders
Added Material Keyword Cleanup tool; will execute in a few hours
Tweaked path texture scale
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Suddenly a few more shader variants appeared... okay.
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Fixed the occasional spawn inside rocks
Fixed up PlayerModel scene
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Prefab auto-updates (some serialized properties were removed it seems)