121,611 Commits over 4,048 Days - 1.25cph!
procedural_cave_entrance_a scene and basic setup
Add server-only convar global.asyncWarmup to enable the async asset loader for asset warmup (default true, except on linux)
Should revert to the old logic by default on Linux to improve server boot times
Fixed NRE when attempting to report offensive content when not in a server
Layout changes
Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
A small fix on marketplace terminal
Made changes on marketpalce terminal
Store desync of timeSinceLastTick in combatlog
Finally fixed all edge cases with mask generation
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Baked the spline extruded road tunnels down into standard unity meshes.
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
vacuum tube anim setup to handle wagons of various heights
Testing spline extrusion methods on the mountain tunnels, so that they don't have to curve so much and become worth traversing.
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
fixed some material ID mismatch on lightpost_a
switched layers on the damaged brick wall set material
Tweaked concrete_f_single set for damian
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
Cull speaker meshes on compound music stage
Don't use the aggresiveShadowLod convar on renderers with only 2 states
Cull CCTV static arm mesh
Cull some small pieces of the marketplace workbench prop
Added marketplace terminal
Reapply train tunnel changes
Merge from trainyard_update
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Added more lights to the warehouse monument
Added light switches to the warehouse
Fallback to steam if json serverlist goes stale
Don't add an ocean margin on the nexus map images
Ensure Tasks run on main thread & fix concurrency issues
Tweaked brick_wall_b_plaster blend and changed the AO texture to remove dark outlines in shaded areas
Tweaked the fuel_tank_diff_rusty material to make it higher quality / used original texture as a blend mask for rust
merge from hapis_oil_nudge
Arctic base environment volume tweaks
Made indicator light on the light switch more intense
Moved small oil a little bit to allow the Chinook to properly land.
Slightly toned down clear weather cloud brightness
Tweaked cloud brightness / made clouds brighter in some weather profiles to compensate for the eye adaptation
Temperate cliff colliders - more accuracy
Adjusted max shadow distance relative to shadow cascade setting
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Added light switches to the arctic base
Tweaked arctic base environment volumes
Moved shipping containers to the world layer
Other small arctic base tweaks