123,804 Commits over 4,171 Days - 1.24cph!
Field rock splat modifier tweaks
Rock material parameter blending fix
Centralised place to Instantiate GameObjects (for better debugging/tracking)
military_tunnel_1 splat painting backup
Exclude monuments from auto-cliff-splatting
Static mining quarry entity bounds
Terrain alpha distance cutoff tweak
Changed underwater rendering order to happen immediately after the water meshes; avoids breaking Scott's FX
Fixed warning in FilmicToneMapping/EyeAdaptationMesh.shader
Added a bunch of RenderTexture.Release before some RenderTexture.Destroy just to be sure
Occasional barrel around powerlines
Removed shitty cliffside decor
Don't spawn field rocks on prefab mountains
More rock params from HapisIsland
Slightly better river-ocean transition
fixed rockets sometimes detonating against their creators during times of lag
Monument texture data ignores outermost texture pixels because Unity terrain painting forces those to zero
Monument terrain adjustment fadeout is noise modulated for more natural transitions
Monument prefab scene updates (more padding + increased fade distance)
Sphere tank and warehouse topology textures
Static pumpjacks for powerplant, trainyard and water treatment plant
Trainyard and water treatment plant prefab scene tweaks
Static resource deposists contain crude oil
fixed LOD on key lock
!fixed door repair exploit
shelves can be removed with melee
viewmodel waterbucket animations + sounds + code + special fx
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Fixed VT washed out terrain (#263)
dungeons rock material tweaks
Some missing monument topology for powerplant, trainyawrd, water treatmant plant and radtown 3
Enabling LoadInBackground on sounds - to see what happens
Fixed missing bushes when playing in the editor
Lighting pass in military tunnel
Added vertex lit fallback to pixel lit particle shader
material fix on industrial light prefab
Fixing weird PVT behaviour in GL/OSX
Various building exploit fixes
quarry fix - unrecoverable loot under bucket