110,878 Commits over 3,897 Days - 1.19cph!
SpeedTreeCleanup: Fixed some special cases
Simplified ammo system under the hood
Ammo display counter
Merge from terrain-improvements
Protocol++ (network + save)
Fixed some dedicated server compilation errors
new tracer effect
lowered rate of fire for some weapons
Added padding to bridge terrain adjustment
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Assigned the collision mesh overrides to foundation, foundation.steps, foundation.triangle to use the custom collision meshes made last week
Fixed smoe missing materials
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
replaced fps.graph with perf
setting perf to 2 will show more details
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
UnityAnalytics event with frame timings
Gibs now have physics material setting
building damage particle giblets ( wood / stone / metal )
Added a bunch of materials for the Shader Test scene. Added the clothing shader. Added some missing meat models.
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
Allow full range of FOV slider to actually be applied
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Toptier roof new slope, added a global LOD, Added Gibs
Merged decals branch to main
Unhid the underside mesh of floor.triangle.twig
Grassland splat mapping tweaks
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Decal timeouts
Metal bullet hit decals
Forest splat mapping tweaks
Prefab scene placement updates