115,266 Commits over 3,959 Days - 1.21cph!
Sync improvement experiments
ores have a smash effect when changing stages
Forgot a prefab in changeset
21249
Can hold down LMB to continously hit with hammer
Fixed wood world model collider rotation being off compared to visuals
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed burlap sack world models spazzing out
Fixed occlusion culling on roof parts
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Rocket factory door LOD/COL/Prefab
Washed lube off dropped items
Dropped items displace grass around them
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Launch site warehouse awning and tweaks
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Tinting and placement improvements
Rocket factory grounds, replaced game objects with prefabs
Launch site warehouse LOD/COL/prefabs
Merged from main/humanoidNPC branch.
Use vertex color B channel to scale displacement
increased coverage on grass blade models
attenuation of wind on flowers and small foliage
tweaks to grass meshes to fake more coverage
displacement value stored in Blue channel
Foliage properties backup
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3rd person player anim tweaks
Corpse despawn time scales with the rarity of the contained items
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Dropped items despawn about two times slower
Overgrowth texture desaturation on the yellow range and overall brightness increase
Terrain grass texture sat increase mid yellow/red
Grass splat color tweaks, Overgrowth tint color tweaks
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Cherry picking shader changes from /main/hair
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
Fixed hair inset shadows
Fixed hair temporalAA filtering