243,910 Commits over 3,898 Days - 2.61cph!
some texture res changes
water drums model/lods/texture
quarry models/lods/collisions
bunch of small generic textures
+ prefab for the mining quarry
Trying to escape shader compile hell
Asset bundle/Shader load order
Crystals use LOD2 instead of LOD0 for cols.
Fix disappearing horse footstep sound def references
created high poly tree trunks and tree root models, creating low poly
Added profiler sample to inner LOD grid loop
Fixed re-orderable list onAddDropdownCallback not deleting stuff on the asset properly
Optimized procedural material setup
Added edit mode support to material setup
Converted procedural rocks on Hapis Island to the LOD grid
Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
New error report url
Icons
BeforeEditor now has a static instance property
Use windows bundles on osx/linux test
Fixed stone barricade cost
Fixing cursor not working on startup
BeforeEditor layout updates, better categorisation of assets for each view
Show startup errors in bootstrap
-Added an IResourceView interface we could eventually use for plant-life having its view controlled by the resource
-Merged in ptrefall's A Murder of Enums
proper supply signal icon
Added ST shaders to always-include list (fixes trees on OSX)
WIP smoke rocket (disabled)
Tweaked player LODs so they don't dissapear so soon with low lodbias
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
Force LOD grid init when accessed for the first time
Delete old eac0.bin when generating hashes
tweaked alpha on swamp_court_plants_2.psd
Proper ammotype change prediction
ServerProjectile aimcone calculated on server
Hapis patch candidate. Atmospheric tweaks. Network++
Fixed ReorderableList remove button issue in BeforeEditorIncentiveTab
More tweaks and cleanup
hit marker sound for helk
merge from main/gunshots2