128,217 Commits over 4,109 Days - 1.30cph!
Fixed warehouse floor decal (#492)
Sounds for new building frame pieces
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
Split intentory menu to its own scene
Pie menu is a scene
tuna wall light LODs, materials and textures.
Female version of the tshirt
Merged male/female tshirt
Fixed broken alpha test on terrain affecting caves
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