125,439 Commits over 4,171 Days - 1.25cph!
Tweaked path splat and topology blending
Roads use biome tint of gravel splat
Added some grass clutter to procedural roads
Stuff on roadsides / powerline pylons check their terrain anchors
Tweaked gravel arid biome tint
Work on animal behaviour.
Merge from building_system_3
Mining quarry B / reduced height variation
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Harbors also connect to power grid
Terrain placement scripts show position / size in inspector
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Fixed power line pylons still sometimes spawning on roads
Spawn path start / end objects before the side / along objects
Road layout optimizations
Adjusted road and river mesh width
Improved road and river terrain adjustments
Fixed that small power substations were never spawning
Moved/fixed some OnGUI dependant debugging
Added camera reprojection for occlusion delay
Wip on frustum culling delay
Removed a bunch of unused garbage from protobufs
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
Updated ShowHealthInfo flag on prefabs that were using displayHealth
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Disabled Hapis LS doors again
More work on animal behaviour ai.
grenades inherit player velocity when thrown ( run forward and jump for more range)
f1 grenade has larger radius
Mining quarries
Tweaked heightmaps
Fixed floating objects
Removed grass from splat masks
Tweaked material colors
General polish