127,694 Commits over 4,109 Days - 1.29cph!
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
Updated Apex AI to 2017.2
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Fixed roads / powerlines getting interrupted by rivers
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Restored culling stats display; editor-only
More work on the road network generation in preparation of monument in / out points
worldmodel outlines (off by default)
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
Roads no longer sometimes go through water
Tweaked biome distribution (slightly less arctic, slightly more arid)
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Added gizmos to TerrainPathConnect
Subtracted
24049 and
24043 => rollback to 2017.1.2f1
Updated powerline layout to same algorithm roads are using
Monument placement optimizations
Preliminary road / power connection points for all monuments
Mining quarry A progress backup
PathFinder.Point implements IEquatable
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
Road and powerline tweaks
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Fixed outline when using temporal AA
Fixed outline issues affecting other effects
Fixed outlined object showing over viewmodel
Added depth tolerance to outline draw shader (glow over grass)
Fixed culling-related flicker sometimes when spawning a new object
Fixed flicker when toggling culling.world (proper)
Lots of sound tweaks and polish
Campfire/furnace ignite & extinguish sounds
Ceiling light on/off sounds
Waits at least one frame after reg before vis test
Removed serialization tags from occlude dependency structs
Ensure hair dye is picked consistently across different hair types
Fixed hair dye mat props affecting other mats (e.g. skin)
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Changed hair set collection layout to allow one dye collection per hair entry