31,246 Commits over 3,959 Days - 0.33cph!
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
Cleaned up some hiz culling shader portions for readability
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
Static refinery sounds shit for real this time
Scene 2 prefab (static oil refinery sound fix)
Potential culling fix #1
Added occludee show bounds to lodcomp for targetted debug (editor only)
Renamed culling.world to culling.env, unsaved for now
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Oil refinery sound ref fix
Added persistance version
BP WHIP
mining quarry fixes
skin approval
Secondary cupboards decay if there is more than one cupboard on a building
Culling world toggle NRE checks
quarry types specialized to different resources (hqm/sulfur/stone+metal)
bases heal themselves if upkeep conditions are met and have not been attacked for 10min
tool cupboard only accepts resources
armored base cost reduced to 20hqm instead of 50+stone+wood
reduced all ammo crafting times to 3s
armored base cost reduced to 20hqm instead of 50+stone+wood
upkeep panel properly displays time left until decay begins
tool cupboard has 18 slots
Reapply
24349 and fix cocked up sound refs
Added soft particle fade support to particles/water drop
Subtracting
24349 (deployable sounds)
Marked dropped rug and bear rug as dynamic occludees
Fixed potential NRE in worldmodel outline
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Made culling lod selection more conservative to fix edge cases
Fixed particle systems being affected by culling
Ice sheets / fixed visual issues at very low graphical settings
Northern cliff side road loot spawns (Hapis)
Can no longer stack wall frames with 0.5 vertical offset
Fixed invisible colider in harbor_1
Fixed invisible colider in harbor_1
Can no longer connect two buildings if both have a cupboard
Stripped P2P stuff
Player voice chat is done via the server
Network Protocol ++
Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
Some more quarry / survey charge loot table updates
Removed survey charge from loot table
Merged in quarry fixes
Network++