115,514 Commits over 3,959 Days - 1.22cph!
Some building privilege changes
hide quickcraft when looting
Only spawn one of each type of quarry
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Subtracting
24259 (various regressions)
Import normals on half wall colliders
Building privilege distance checks use exact distance from entity bounds
Additional deploy volumes on wall and floor pieces
Updated Hapis roads to use asphalt
couple of fixes - junkyard
Updated barricade prevent building volumes to be identical to their damage volumes
Removed wall sockets from foundation steps
Quarry rocks texture cleanup
Switched road_asphalt material to alpha cutout
Added dithered alpha to road_a
junkyard fixes / colour tweaks
Moved road_asphalt material
Added env.progresstime (pauses time of day progression when false)
Can only place one tool cupboard per building
junkyard ruin section
terrain heightmap rebake
Increased building privilege radius around buildings to 16
Twig foundations can no longer be placed inside building privilege (only floors)
Quarry rocks mesh and texture progress
procgen road material/texture tweaks
dungeon fences are shoot through
chainlink fence is rusty
barbedwire set damage triggers
Cherry picked occlusion culling fix
24227
Fixed occlusion culling not restoring visibility to lod component on distance cull
Finished reprojection clipping
Cleaned up frustum culling correction (still needs opt)
Reduced infinite grid cell size to 50m
More on animal behaviour ai.
junkyard paths decal meshes
Junkyard mounds colliders, prefab update, scene2prefab junkyard
junkyard mounds LODs/Prefabs
Bunch of monument loot tweaks (Hapis)
Ore nodes more likely to spawn inland rather than coastal cliffs (Hapis)
Reduced desert ores (Hapis)
Junk piles spawn along all roads (Hapis)
optimized special fx sprites
Quarry rocks material fix