127,974 Commits over 4,109 Days - 1.30cph!
Admire animations - adding more to DB
Added instancing support to devWorldCoord shader
python skinnable
manifest
updated bunch of files
Added UnityPackageManager to ignore.conf
finalized semi auto recoil styles
reduced 'aim sway' on semi auto weapons
stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine)
manifest
grenades pinpull and release is much faster
grenades always throw at max velocity (no need to hold)
Fix for dark sign painting UI (attempt two)
Fixed construction parts disappearing under culling.lodcomp
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
twig half wall block models/col/gibs - block prefab updated
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
Renamed culling.lodcomp to culling.world; enabled by default
Updated plugins with new Unity libraries
First attempt at stopping animals from attacking through walls.
wood half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
stone half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
toptier half wall block models/col/gibs - block prefab updated
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