115,983 Commits over 3,959 Days - 1.22cph!
Tweaked sizes of the beech trees / moved certain tree species into different folders for more consistency
Fixed terrain anchors on prefab rock formations
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map
Added windx manager global scale controls for testing; editor-only
Fixed derped foliage displacement
Exposed max accum wind force magnitudes to windx manager
Touched relevant shaders
Snow pines / removed green vertex color from trunks
Fixed hapis lake materials
Added "alt" topology to specify a second variant of a topology
Added deciduous forests to temperate biome
Updated grass material defaults
Beech trees / Removed blue channel from vertex color
Added beech tree colliders / added beech tree autospawn prefabs
American beech LODS/ prefabs and billboards
American beech trees / prefabs / LOD0 and LOD1 / textures and materials
Latest Steamworks (Linux Callback)
Switched Debug Steam Callbacks to command line switch
Stricter construction socket connect distance / angle to fix some minor glitches
Added simple runds.sh to Linux server (just to get people started)
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
updated wounded animation starting position, made current desired time range loop
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Allow debug.callbacks on server too
Consider entities out of bounds if they're lower than terrain zero level
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Slightly better ground-hugging for junkpile NPCs.
NPCs should respect isMounted when they Resume.