106,315 Commits over 3,806 Days - 1.16cph!
New roads WIP
Various improvements for the road and river terrain adjustments
Lots of prefab rebuilding or refactoring
Added Incendiary ammo types!
Added incendiary rocket
Added explosive ammo
fixed seeing reload options menu when clipsize was 0
Forgot to submit graphics tweaks UI prefab
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Better shader error detection
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Added anisotropy and parallax graphics UI options
Reimport shaders on build if needed
first pass at reloading sounds
Fixed early singleton initialization in standalone builds
Added big-ass high voltage powerlines
Only connect powerline poles if 3 or more can be connected in a row
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
Moved wood skin lods to atlas texture, prefabs updated
handcuffed holdtype meta files
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
Moved stone skin lods to atlas texture, prefabs updated
Improved monument spawn filter checking
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Moved metal skin lods to atlas texture, prefabs updated
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
Changed terrain paint overlay to multiplicative so that it's visible on snow
Reapplied changeset 8383 but different
Subtracted changeset 8383
Moved top tier skin lods to atlas texture, prefabs updated
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Forced river meshes to flow downhill
Updated cave prefab to LOD grid and the new non-raycasting setup