127,965 Commits over 4,109 Days - 1.30cph!
New mushrooms (no lods yet)
code cleanup
tonnes of minigame work
tightened up all colliders
trees give half their resources on falling
disabled minigame on some weird small trees
merge into main
protocol++
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
Subtracted 23812; needs a better approach
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Tweaked NPC attack offsets.
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Primitive lootbox fbx/materials/prefab/gibs/textures
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Candy cane club lowpoly and textures
Animals should die less on spawn during server startup (if at all).
Added convar to alter Navmesh Obstacle behaviour.
Other biome flower tweaks
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Removed mushroom changes.
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Re adding mushroom changes
NRE fix in object motion vector
don't do marker effect beyond 30m
New building proximity checks to counteract wallstacking / honeycombing exploits
primitve loot box fbx update, now has a basic bottom
Additional building proximity checks
tree smoke no longer loops
Reindeer antlers headband lowpoly and textures
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More shader corrections for 2017.2 (DXT5nm)
Temporarily disabled decal instancing
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials
Added channel description to nature/foliage shader biome mask label
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Subtracted disabled decal instancing; get it ready to merge when crash gets patched