133,143 Commits over 4,293 Days - 1.29cph!
Lunar 2020 menu background video
Fixed 1mod storage item ref
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Update protobuf generate batch script to stay open if there was an error
Add spawnhere command to spawn entities at the player's position and rotation (or a given world rotation)
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Extra debug, and add one-frame wait to module add on the server as well.
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Additional debugging for the live server
Ocotillo bushes / dry and green variants / LODs / impostors / prefabs
Fixed road_asphalt_2 missing spec map assignment
Increased supermarket and gas station target count from 2 to 3
Abandoned cabins (swamp_c) is now a tier 0 monument
BaseBoat.generate_paths is false by default when running in the editor (load times)
RustNative update (plain topology terrain generation)
Deleting Linux RustNative
Maintain a list of all MapMarkers on the server
Added a StripRig PreProcess
[#3095] bug fix for all point lights being broken on all package builds (see notes)
[D11] Fixes TMP resouces that MUST be in Resouces dir... (Fixes button sprites embeded in strings etc)
+ changes to the water shader and changes to the hair Strands shader. for water depth
[D11] Re-add TMP resouces
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[D11] Fixes for Green Icebergs, Broken Eyelashes and Broken Rock Materials.
[D11] [#3444] Bugfix: {PS4/XB1} Backing out of pause menu adds push-to-talk input.
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touched green and blue mortar
[D11] Reconverts roboto to 512 with HINTED and Kerning Pairs
[D11] Reconverts roboto to 512 with HINTED and Kerning Pairs
Updated procedural map decor placement filters to work with plain topology
Fixed plain topology terrain paint selection name
Ring road uses 8 anchor points instead of 4 (yields better shape on large maps, remains to be tested on small maps so I might fall back to 4 on those)
Slightly reduced ring road iteration step size (again, better for larger maps)
Road meshes use their path normal instead of a smoothed normal
Increased tessellation of road and river meshes