258,580 Commits over 4,018 Days - 2.68cph!
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bind second argument doesn't need quotes
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
Added world based beam shadow; shadow intensity control for both animated and world
merging dungeons LODing and rocks optims / mesh compression to pre-release
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
Third party meshes now use mesh compression
All dungeons meshes now use mesh compression (even previous monuments)
Cowboy - portrait anim source files
Fixed a lot of death / respawn bugs. Started on util for VM placement.
More distance tweaking, autospawn and dungeons
Added lodgrid convar (editor-only, pauses LODing if false)
Enabled vertex compression in player settings
Mesh batching for static quarry and pumpjack
Don't network spectating players
Decor autospawn rock distances adjustments
DSE debug displays desired result condition in log
GrassParams boilerplate for grazing and cover weights
Added Water GraphicsOption
tweaked lava materials and shaders, adding in mushrooms, turned off shadow casting on many objects
Rocks compression
Dungeons rocks LOD distance adjustments
Individual visual settings can be changing mid game
Big batch of dungeons LODs and drawcalls reduction
Added frame construction socket type
Updated wall frame / double door prefab sockets
Fixed prefab ID on metal double door
Fixed bug reporting error
Added tags to wall.frame prefab (though these are optional... I think)
Divide by zero error (uncommon)
Made player movement more direct
back up
added frames test scene
Prepare prefabs
Forgot icons
Added wall.frame to planner
Added wall.frame icon
Let's only divide into Individual and Group Stat Collection Settings, to appease the bill.
building parts use atlased material and Renderer LOD
Batching vertex count / submesh cutoff is adjustable via convars
Stat Collection Settings should be specialized.
Added background plate texture for in-game renders
Added refresh_colliders and refresh_renderers console commands
wall.frame linking and collisions paths
wolf being on one material source assets
Added automatic mesh splitting to collider batching