193,460 Commits over 4,079 Days - 1.98cph!
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culling.env enabled by default (player testing)
reduced lodcomp occludee min visible time
more lightweight culling debug
water rendering profiler sample
Optimized TAA fast path in PostProcessLayer.OnPreCull
night fog elimination via climate settings
removed random spaces I left behind
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
random number feeding into colour lerp value
fixed incorrect spinner wheel gibs material path import
_ColorLerp in shader (should be between 0 and 1)
Fixed node resizing in progression designer
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Zoomable progression designer & AI designer
AI can catch player, resets position for now
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
automerge from groups should deal with objects having modifiers now
Added AI prefab
Moved pause to gamemode
correct buffer size for Panel:GetText when using dynamic alloc
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
No compiler errors anymore, but still a bit of a mess
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container