10,834 Commits over 3,867 Days - 0.12cph!
Fixed some culling volume issues in cave_large_sewers_hard scene
Enabled splat transfer in cave_large_sewers_hard scene (somewhat important there)
Mining tunnel layer fixes
Added "clear connections" context menu to culling volume
Added some terrain checks to the lighthouse scene
Added lift entity script (for cave bucket lifts)
Added environment volume padding
Added anti hack volumes (more control over AH behaviour in static environments)
Fixed RakNet not loading in editor (OSX)
Disabled splat transfer on caves (faster loading times)
Removed debug digits from caves (use monuments console command instead)
Adjusted building blocked volume around water treatment plant
Added terrain checks to caves (to make sure they're always under the terrain)
Added editor terrain check generator script that adds checks for environment volumes
Tweaked culling volume on medium_cave_easy
Caves and tunnels check for underground collisions with other caves and tunnels when placing
Culling volume inspector also checks parent objects when adding connections
Removed animators from some static dungeon meshes
Added culling volume to large caves
Added culling volumes to medium caves
Added culling volumes to small caves
Added custom inspector for setting up culling volumes
Fixed missing item in the editor builder loading
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
Implemented culling volumes for interior environments
Unified EnvironmentVolume, TerrainCollisionTrigger and WaterVisibilityTrigger (should be fully backwards compatible)
Enabled caves
Tweaked coastline
Changed default world size to 3500
Adjusted heightmap resolution for faster loading times on bigger maps
Added batching to non-moving parts of shop fronts
Fixed building parts occasionally not disabling after being batched (causing draw call performance issues)
Forced sign shader recompile
Fixed fantastic graphics preset having fucked up shadow cascade settings
Fixed legacy LODGroup on code locks not disabling when pooled