115,510 Commits over 3,959 Days - 1.22cph!
Reapplied launch site road / power nodes
Work in progress toward better and more predictable animal behaviour.
Merged mining_quarry_a placeholder
slightly stricter dropbox placement
Fixed possible race condition when building splits / merges were deferred
Fixed building merge not sending out network updates for building blocks that changed their IDs
Advanced Lootbox, LODS, model, textures and material
Building privilege extends out for 10 meters around a building
Changed hair set collection layout to allow one dye collection per hair entry
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Fixed hair dye mat props affecting other mats (e.g. skin)
Ensure hair dye is picked consistently across different hair types
Waits at least one frame after reg before vis test
Removed serialization tags from occlude dependency structs
Lots of sound tweaks and polish
Campfire/furnace ignite & extinguish sounds
Ceiling light on/off sounds
Fixed culling-related flicker sometimes when spawning a new object
Fixed flicker when toggling culling.world (proper)
Added depth tolerance to outline draw shader (glow over grass)
Fixed outline when using temporal AA
Fixed outline issues affecting other effects
Fixed outlined object showing over viewmodel
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Road and powerline tweaks
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
PathFinder.Point implements IEquatable
Mining quarry A progress backup
Preliminary road / power connection points for all monuments
Monument placement optimizations
Updated powerline layout to same algorithm roads are using
Subtracted
24049 and
24043 => rollback to 2017.1.2f1
Added gizmos to TerrainPathConnect
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Tweaked biome distribution (slightly less arctic, slightly more arid)
Roads no longer sometimes go through water