128,903 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                water catchers - added custom collision and prefabs ready to implement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed drag icon being behind everything
 
                
                
                
                
                
             
         
        
            
            
            
                
                LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                wood ladder/lods/gibs/prefab update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better load progress on startup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-fix concrete stag footstep sound refs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled specularity on ST billboards
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set the image hash when receiving from the server
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                some water catcher visual polish
 
                
                
                
                
                
             
         
        
            
            
            
                
                More bundling
Fixed crash when pulling out deployable
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed construction layer toggle in F2 dev section to construction skin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the image hash when receiving from the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed supply drop blueprint existance
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                forgot the prefab dayum :P
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed loading screen changing colour
 
                
                
                
                
                
             
         
        
            
            
            
                
                animations and some code to handle climbing a ladder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed footstep references
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added additive HDR shader to shader variants
 
                
                
                
                
                
             
         
        
            
            
            
                
                Uploading terrain blend inspector fix for Diogo
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Load shadervariants from the bundle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added terrain renderer toggle to dev menu
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't init itemmanger twice in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                More debug info on startup (for support)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added ParticleSystemCull (use this Petur)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Tweaked particle accumulation texture tiling of generic rock materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Canvas.BuildBatch HUD tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved the bear movement animations.
 
                
                
                
                
                
             
         
        
            
            
            
                
                redid the wolf attack animations to look more realistic ( doesn't swing it's paw like Mike Tyson anymore )
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial water version; wip on testlevel