111,286 Commits over 3,928 Days - 1.18cph!
Merged local chat branch.
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Deleted some files that leaked into my previous commit.
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Do full tree batch refresh when the client finished loading
Removed random scaling from Spawnable (now handled by TreeMesh)
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
Added initial tree batching system
Increased network protocol.
Text chat now indicates volume.
Allow prefab preprocessors to run inside the editor
keypad, textures plus lods
Pie menu disabled items, some phrases
Pie menu defaults, fixed key repeating
Reverted some atlas terrain material parameter values
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Overlay tweaks, foundation conditionals
Building block placement and upgrade costs
Added terrible looking overlay on building low health (removed health bars)
Simplified usage of model conditions
Added condition models for wall/window/doorway corners
Made conditional models work with new build system (wip)
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Terrible looking health bars
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Made prey animals avoid predator animals
Increased animal run speed
Demolish option
Warnings/Errors when SkinnedMeshCollider has invalid/missing mesh
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Health Creeper
Strip CommentComponents
Removed InstanceCounted baseclass
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Time of Day update to 2.3.1 prerelease 5
Initial stats balance for building components
Fixed placement guide not working
Converted remaining elements to new system
More building block conversions
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Fixed quit not working (stupid find & replace)