12,611 Commits over 3,897 Days - 0.13cph!
Changed serverside player collider to the same capsule local player movement uses
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++
Temporarily reverted GameTrace
Fixed construction placement guide snapping away when someone walks into the building volume
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
Deferred decal refactor
DeferredDecal SpecGloss support
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
TerrainPath keeps a list of spawned monuments (cc Helk)
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
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
Fixed tool cupboard deployment guide rotation
Fixed research table being offset realtive to its placement guide
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Tweaked arid biome rock texture splat tint
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)
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
Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
Trees no longer use the most inaccurate colliders in the industry
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Skip initial resource spawn if a savegame was loaded successfully
SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
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Tweaked sun and moon brightness
Updated camera in TestLevel
Merge from procgen9.1
Game manifest
Network++
Save++
Increased max number of attempts to place mountain prefabs
Higher forest density in the arid biome to be more in line with the other biomes
Heightmap detail noise fade-in starts earlier, leading to nice cliffs along some beaches
Slightly less dynamic decor
Reduced powerline topology radius
Added palms to warm beaches
Fixed roadside, riverside and powerline objects not applying their terrain modifiers and anchors
Disabled smooth LOD transitions on certain close-range decor
Lower bush density on beaches