124,449 Commits over 4,079 Days - 1.27cph!
Beautified skinnable loading API
Support for placing manual cover points within a cover point volume.
EAC update (fix for "EAC Disconnected")
Cubicle walls LOD/COL/prefabs
Subtracted packed batches to repack later with improvements
Jenkinsfile with MakeNetworkShare
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Make gibs reflect current stage picked
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Third batch of packed materials (50)
Second batch of packed matetials (50)
Fixed standard packed shader particle accum albedo
Fixed packed map assignment not working sometimes
Added deleting packed maps on unpack
Added material packing auto rollback to unpacked when failed
Fixed packing not supporting 8bit textures
Tidy up code a bit
Updated plugins (Rust.Global & Rust.Workshop)
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Lots of little ai tweaks.
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Skip packed materials during analysis
Fixed error when packing default standard shaders
Fixed error when packing materials with default metallic texture or RGB-only
Keeping up to date with main
Know when in cover.
Misc tweaks to ai.
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
Yet another merge from main.