126,693 Commits over 4,109 Days - 1.28cph!
Remapped the Xmas tree models to use the tree pine texture sheet
Fixed fishing villages not spawning, moved mainland test to terrain checks inside harbor scene instead of PlaceMonuments script
a bunch of fixes for Dome/SatDish
Simpler material for LS terrain hill meshes
Preventing giant excavator terrain from flooding
Removed a cliff you could sometimes get under at WTP
Projector light at stables_b optimizations
Better road collision detection on some of the cliffs prefabs
nudging static windmill slightly in bandit town (vanes clipping)
merge from bandit town optims
Merge from chainsaw_vis_fix
Merge from dof_target (debugcamera_dollyspeed convar)
When PositionLerp wipes, reset the timeOffset values. Fixes players sliding at the start of demos after jumping to a new position: The TimeOffset was using old values from the previous run until the full TimeOffsetInterval passed and all the old values got shuffled out.
Potential fix for chainsaw (and potentially other entities) not being disabled properly
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Remaining megacliff region
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fixed the shadow caster source for the dredge body prefab
LOD distance tweaks to swamp cabins
a few fixes and placement polish
Properly handling switching between scaling modes and sizes.
Removed trees that were spawning in the wrong positions in some monuments
Swamp cabins final models/prefabs
Updated scenes
Tweaked splat overlays in arid and arctic to reduce texture repetition
Slightly darkened sand in arid to make bushes stand out less in the distance
Made forest splat in arid slightly darker because it was standing out too much
Palm tree bilboard material tweaks
Arid foliage billboard tweaks
Made ground foliage slightly darker in arid
Screen.width doesn't always return the width of the screen. Unity.
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Plugin updates, debugging
Satellite dish road fixes
Cherry-pick my modular car terrain detection work
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