252,025 Commits over 3,959 Days - 2.65cph!
initialize conditional models on server start again
Ambient light in water edge shader
Reverted water edge shore shader, added SkyColor node, removed emission
Fixed Impregnate at breeding groups goal plan BC reading from BCD
Automated Linux Build #235
Automated Linux DS Build #234
Automated Windows Build #234
Billboard trans texture size (sorry guys)
-tiny change in UDM prevents senseless destruction of fruit bushes (checks not only if a building requires an item , but whether a building still requires more of such items)
Reset building priv flags on die/spawn
Overflowed large furnaces shoot items out of its chimney
Ugly editor magic to make sure it's not possible to read BCD that hasn't been written by a previous element in the BC
Automated Linux Build #234
This was not meant to be committed
* CRecipientFilter.GetPlayers() will no longer return invalid players
Changed max length of silence
Improved UDM BCD read error log
scene wip
darkened bushes a bit (also ghetto wip)
Debug scores tweak and DistanceConsideration hack/workaround for navmesh agent not being on the mesh
new slightly harder to build and higher capacity medium tent (although name seems to be wrong and coming from the prefab name)
Merge from save115
HapisIsland, procedural generation and dungeon updates
Merge from save115
HapisIsland, procedural generation and dungeon updates
Reject rivers on extreme slopes
Did the same trick on military tunnels
Rock formation prefab updates
two sided shadow casting for sewers prefabs
scene2prefab
First pass at item pick/drop ui sounds
Bush/tree ambience tweaks
Rock heightmap adjustment tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock clutter and cliffside tweaks
Recovered & fixed old river shader. (Ocean shader tweaks had brokedz it)
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
Automated Linux DS Build #233