200,039 Commits over 4,140 Days - 2.01cph!
Rest of the foliage texture sheet factored into tinting mask
Flower clutter spawn slightly taller
Removed clouds of war crap from scenes
fixed an occluder of one watchtower
String interps in Combat and Activity
Moved return to territory into a separate module for humans
InfluenceAndTerritory.InfluenceMap exposed as InfluenceQuadTree rather than ISwappableGrid
Finished first stage of pbr standard base layer packer
Added extra functionality to ImageUtil + raw data workflow
Default packed material foldout set to hidden
chnagedcost of mining quarry (5000w,1500mf,6gear,4sheet)
metal nodes only gives metal
sulfur nodes only gives sulfur
stone nodes only give stone
increased stone yield from stone node
added finishing bonus to nodes (around 20%) when using proper tools
metal node has a single HQM finishing bonus
Dressing backup, splat painting
Map view cloud layer surrounding mesh generation, byte array, texture update via LoadRawTextureData
hqm bonus is now 2, relax
schema
Temperate biome has more stone nodes, less metal + sulfur nodes (arid + arctic biomes remain unchanged)
scene
cliffside topo rock tweaks
Removed a redundant cast from divide
Fixed rotations of cloud layer renderers
Packed first material for testing, building/materials/generic/atlas_wood_stone_metal
Cloud overlay camera, related tweaks
Restored shader lods on packed standard
Merge from texture packing
Rocket factory LOD/COL/Prefabs
Changed C4 back to 10/10 seconds timer
fix for server log not showing.
added player.stats to show players online, games in progress and total games played
Removed incorrect use of stale CDialog in Hammer model browser - model browser no longer sometimes freezes
Render Hammer model selection more often (accidentally set to 13fps??)
InfluenceAndTerritory component now also owns an exploration grid which is used for the map clouds
Desires no longer a default Unit component