106,714 Commits over 3,836 Days - 1.16cph!
Added gizmos to TerrainPathConnect
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Tweaked biome distribution (slightly less arctic, slightly more arid)
Roads no longer sometimes go through water
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
worldmodel outlines (off by default)
More work on the road network generation in preparation of monument in / out points
Restored culling stats display; editor-only
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Fixed roads / powerlines getting interrupted by rivers
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Updated Apex AI to 2017.2
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
toptier half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
stone half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
wood half wall block models/col/gibs - block prefab updated
First attempt at stopping animals from attacking through walls.
Updated plugins with new Unity libraries
Renamed culling.lodcomp to culling.world; enabled by default
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
twig half wall block models/col/gibs - block prefab updated
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
Fixed construction parts disappearing under culling.lodcomp
Fix for dark sign painting UI (attempt two)
grenades pinpull and release is much faster
grenades always throw at max velocity (no need to hold)
finalized semi auto recoil styles
reduced 'aim sway' on semi auto weapons
stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine)
manifest
Added UnityPackageManager to ignore.conf
python skinnable
manifest
updated bunch of files
Added instancing support to devWorldCoord shader
Admire animations - adding more to DB