117,851 Commits over 3,987 Days - 1.23cph!
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Fix for sign painting UI been dark
Protection typo fix
Phrases
X is no longer placed low enough to require a crouch
Fixed culling always drawing gizmos (only on debug now)
Fixed disabling culling.lodcomp not restoring visibility on registered objects
Merge from culling-lodcomp
Fixed player preview alpha fade on inventory transitions
Added culling debug mask
Added culling.lodcomp toggle to enable lodcomponent culling (disabled by default)
Modified culling.debug to allow multiple debug filter states; 1=dynamic, 2=static, 3=grid, 4=all
Proper fix for player preview shaders
invisible player preview fix GEqual
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
map fixes for mod support
bandana bullet protection halved
headdress melee protection reduced by 20%
fully body armor values are displayed properly
implemented primitive box model
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now)
missing seed panel
fixed explosive information panel
player preview glow changes
Fixed crash on DrawMeshInstanced by using an empty material block
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
Added cap base color override option to hair dye
Updated conditional model test of the bottom roof piece
Player preview protection tooltips
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
radiation clothing information panel fix
Netting has larger ladder volume to allow climbing over frames
tree bonus marker hit sound tweaks
added weapon modification information panel
fixed alpha blend issue with player preview when closing inventory menu