199,654 Commits over 4,140 Days - 2.01cph!
Stat Collection Settings should be specialized.
Batching vertex count / submesh cutoff is adjustable via convars
building parts use atlased material and Renderer LOD
Let's only divide into Individual and Group Stat Collection Settings, to appease the bill.
Added wall.frame to planner
Added wall.frame icon
Prepare prefabs
Forgot icons
back up
added frames test scene
Made player movement more direct
Divide by zero error (uncommon)
Added tags to wall.frame prefab (though these are optional... I think)
Fixed bug reporting error
Added frame construction socket type
Updated wall frame / double door prefab sockets
Fixed prefab ID on metal double door
Big batch of dungeons LODs and drawcalls reduction
Individual visual settings can be changing mid game
Rocks compression
Dungeons rocks LOD distance adjustments
tweaked lava materials and shaders, adding in mushrooms, turned off shadow casting on many objects
DSE debug displays desired result condition in log
GrassParams boilerplate for grazing and cover weights
Added Water GraphicsOption
Decor autospawn rock distances adjustments
Don't network spectating players
Mesh batching for static quarry and pumpjack
Enabled vertex compression in player settings
Added lodgrid convar (editor-only, pauses LODing if false)
More distance tweaking, autospawn and dungeons
Fixed a lot of death / respawn bugs. Started on util for VM placement.
Cowboy - portrait anim source files
All dungeons meshes now use mesh compression (even previous monuments)
Third party meshes now use mesh compression
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
merging dungeons LODing and rocks optims / mesh compression to pre-release
Added world based beam shadow; shadow intensity control for both animated and world
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
bind second argument doesn't need quotes
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Enabling low compression on all our meshes to see what happens
Updated lashlight beam to use new beam shader features
- Splash and title screens updated with BG and logo
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts