115,261 Commits over 3,959 Days - 1.21cph!
better normal calculation
placeholder Composter prefab setup, manifest, save update.
[D11] Tugboat Magenta LOD fix
Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
adding LOD
Regrouped all the module/chassis etc on a single mat/texture
▍▋▇ ▉▍▆▌▋▆▅▆▊▍▌ ▆█▆█▉▌▄▇▇. ▍▉▆▄▌▌▍▌ ▄▇▄█▊ ▊▅▋▍ ▌▇▅▅▆▆▉▌▊ ▊▌▍ ▄▌ ▉▊▇▇▄▋▆ ▍▌ ▆▇▆ ▇▌▇▉▌▅▊. ▉▍▋▅▆▊▆▊▅▅▆ ▄▌ ▍▉▉▌▇▆▄▄▋▌█▍▌▍▍▋▉ (▅▌ ▋▆▉▌▌▉▄▊▋▄ ▅▌▊▅█▇▋ ▇▉▆▉▄▊ ▌▄▆ ▅█▋▇ ▍▊▄ ▇▇▉▇▋ ▋▆▆▊ ▇▄ ▊▄▌▌▇ ▊▅█▄ ▍▇ ▋▊▋▋▉)
Fixed incorrect accuracy calculation
Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
▌▉▉▋▅ ▋▄▋▋▊▇ ▉▆▋█▍ ▉▍█▆▉▇▋▉▅ ▊▉ ▇▋▋▇▍▋
▇▆▌ ▉▋▍▉▆▉▆▉▋ ▉▆▋ ▇▅▇▇ ▍▇ ▄▉▆▄▄ ▋▋█▍▍▊ ▇▍ ▋█▉▋▍▅▄▍▇▉ ▊▌▌▌▆▄▇▋
Import MeshBaker plugin (minus Examples directory)
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
fix missing reference/ wip LOD
Updated texture array creator (fixes + sort on drop)
Added base layer + detail mask texture array path w/ instanced per-material index
Added "rust/standard indexed" shader set
Fix spawnable script setup
Fix an item being lost when a corpse with full inventory despawns (into a backpack), the item that can't fit into the backpack will get thrown onto the floor now
Nuked custom 2d texture array inspector (unity now has built-in)
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again.
Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Changed detail color to instanced properties
[D11] Quarry mining rig material fixes
Added detail layer blending control via detail color on rust/std shader set
[D11] Fix for Z Fighting at Launch Site
[D11][UI] Chinese simplified and traditional language keys
[D11] Fixes for various LOD vertex colour issues
[D11][UI] Fixed an number of options not been set to default, fix setting options to default resetting language. Set languages keys to native spellings
Canyon: Rock splat always arid color even in temperate biome
More tundra, added higher plateau north of map for tundra and snow opportunity
Added lakes and monument inserts, monument nodes
Deeper canyons
[D11] Fixed mismatched colours between FemaleBody.Dark and FemaleHead.Dark. Reduced specular on chainlink fence.
{PS4/XB1} [2019.3] Foliage (Bushes/Flowers/Grass) move (animate within its position) when the player moves, and their speed of movement (animation within its position) increases
{PS4/XB1} Environment assets flicker between two colours
foliage world position calculation was duff.
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)