128,273 Commits over 4,109 Days - 1.30cph!
Twig roof new slope, added a global LOD, Added Gibs
fixed an incorrect lod switch
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
New repair bench check in.
Smoothened river mesh slightly
Prefab scene placement updates
Forest splat mapping tweaks
Decal timeouts
Metal bullet hit decals
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Grassland splat mapping tweaks
Unhid the underside mesh of floor.triangle.twig
Merged decals branch to main
Toptier roof new slope, added a global LOD, Added Gibs
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Allow full range of FOV slider to actually be applied
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
Added a bunch of materials for the Shader Test scene. Added the clothing shader. Added some missing meat models.
building damage particle giblets ( wood / stone / metal )
Gibs now have physics material setting
UnityAnalytics event with frame timings
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
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