10,607 Commits over 4,413 Days - 0.10cph!
Disabled smooth LOD transitions on certain close-range decor
Fixed roadside, riverside and powerline objects not applying their terrain modifiers and anchors
Added palms to warm beaches
Reduced powerline topology radius
Slightly less dynamic decor
Heightmap detail noise fade-in starts earlier, leading to nice cliffs along some beaches
Higher forest density in the arid biome to be more in line with the other biomes
Increased max number of attempts to place mountain prefabs
Merge from procgen9.1
Game manifest
Network++
Save++
Updated camera in TestLevel
Tweaked sun and moon brightness
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SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
Skip initial resource spawn if a savegame was loaded successfully
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Torch lowering also correctly fades out when lighting it while already running
Trees no longer use the most inaccurate colliders in the industry
Only spawn entities in world setup if server
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Tagged a number of deprecated entities as deprecated (remove with next network++)
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
Tweaked arid biome rock texture splat tint
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Fixed cave triggers not existing serverside
Fixed research table being offset realtive to its placement guide
Fixed tool cupboard deployment guide rotation
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
TerrainPath keeps a list of spawned monuments (cc Helk)
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
Deferred decal refactor
DeferredDecal SpecGloss support
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console