115,513 Commits over 3,959 Days - 1.22cph!
Mining quarries
Tweaked heightmaps
Fixed floating objects
Removed grass from splat masks
Tweaked material colors
General polish
grenades inherit player velocity when thrown ( run forward and jump for more range)
f1 grenade has larger radius
More work on animal behaviour ai.
Disabled Hapis LS doors again
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%
Updated ShowHealthInfo flag on prefabs that were using displayHealth
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
Removed a bunch of unused garbage from protobufs
Moved/fixed some OnGUI dependant debugging
Added camera reprojection for occlusion delay
Wip on frustum culling delay
Fixed that small power substations were never spawning
Adjusted road and river mesh width
Improved road and river terrain adjustments
Road layout optimizations
Spawn path start / end objects before the side / along objects
Fixed power line pylons still sometimes spawning on roads
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Terrain placement scripts show position / size in inspector
Harbors also connect to power grid
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Mining quarry B / reduced height variation
Merge from building_system_3
Work on animal behaviour.
Tweaked gravel arid biome tint
Stuff on roadsides / powerline pylons check their terrain anchors
Added some grass clutter to procedural roads
Roads use biome tint of gravel splat
Tweaked path splat and topology blending