193,055 Commits over 4,049 Days - 1.99cph!
Update import settings for libsqlite3.so to include Linux
Cache CUI Textures & destroy on disconnect
Add global.asyncWarmup as a convar for client too
Defaults to true but when set to false it will turn off running asset warmup in the background and will add it back to the loading screen using the old logic
Will only fully work if set on the command line
Don't use async asset loading when spawning world with preloadConcurrency set to 1
Change monument unloading threshold to 24GB of RAM
Call UnloadUnusedAssets even if we don't unload monuments, just in case
Road tunnel lighting prefab.
Fixed typo when using ent_who on signs
Road tunnels dressing + lighting progress
All airfield lights controlled by switches will also turn on during the day to prevent confusion
Arctic base / Made exterior lights that are controlled by light switches also turn on during day time to prevent confusion
Maybe a better way of smoothing the line
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible
adding a test map that only loads caves and environment for quick iterating
Reduced intensity of the blue color overlay in arctic biome
Slightly brightened BuildingDark environment volume type
Switched excavator environment volumes to brighter ones
procedural_cave_entrance_a scene and basic setup
Add server-only convar global.asyncWarmup to enable the async asset loader for asset warmup (default true, except on linux)
Should revert to the old logic by default on Linux to improve server boot times
Fixed NRE when attempting to report offensive content when not in a server
Layout changes
Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
A small fix on marketplace terminal
Made changes on marketpalce terminal
Store desync of timeSinceLastTick in combatlog
Finally fixed all edge cases with mask generation
▇▉█▆▋▌█ ▍▋▆▋▆▋ █▅▌█▇▍▆ ▇▆▇▄▆ ▊▊▄▆▋▌▍ █▄ ▇▊▄ ▉▅ ▅▅█▄▄▋▅▋▍ (██▍ ▄▄▊▅ ▅▆█▄ ▅▆█ ▋▄█▌▋▊▄█)
Baked the spline extruded road tunnels down into standard unity meshes.
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
vacuum tube anim setup to handle wagons of various heights
Testing spline extrusion methods on the mountain tunnels, so that they don't have to curve so much and become worth traversing.
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
fixed some material ID mismatch on lightpost_a
art drop cliffs, concrete_f_single
switched layers on the damaged brick wall set material
Tweaked concrete_f_single set for damian
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)