31,239 Commits over 3,959 Days - 0.33cph!
Can place large furnace under floor grills even after the floor grills have already been placed
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Barricade collider updates
gate.external.high.stone has an extra protecting sides made of panels and barbwire
barricades shoot through colliders, slimmer blocking colliders
Tweaked high external wall barbed wire damage volumes
Fixed shadow quality change from 0 to 2
Reverted barricade collider scale hack
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
furnace costs 100 less wood
furnace no longer starts with wood
can pick up furnace if empty + hammer equipped + cupboard
can pick up fridge if empty + hammer equipped + cupboard
can pick up large storage if empty + hammer equipped + cupboard
can pick up small wood storage if empty + hammer equipped + cupboard
shelves can be placed overtop of existing boxes
map no longer needs a map item
map item uncraftable
F key toggles lights on car
Added blue noise to penumbra shadow filter
Increased penumbra shadow noise
Twaked grass shadow intensity filter
Supermarket texture fixes
Temporarily subtracting BoneFollower changes
Cherry picked vertex alpha blend type changes from snow_biome_revamp
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Fixed SSAO deferred injection
Fixed penumbra setting in edit mode
Enabled shadow noise dither
Reduced shadow radius for spotlight
Changed Windows RAM usage API to be similar to resource monitor
Added RAM usage to perf text
Subtracted player models (again)
Fixed shadow meshes on wall and fountation prefabs
Merge skinupdates to main
Fix boxing on equality check in Vector2b, Vector3b and Vector3i.
Fixed shadow cascade blending in shadow quality 2
Moved occluders material to generic location Building/materials + added shadows material
More optimizations to AI system.
Fixed Vector2i equality allocating.
Added some optimizations and more profiler hooks to the AI systems.
fixed gaps in the sedan model
Merge from weekend_branch_2
Fixed parenting on bradley and heli loot crate fireballs
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
added armrests to seats collision mesh
optimized sedan collision mesh
separated the seat mesh from the chassis
better clientside collision for sedan