110,878 Commits over 3,897 Days - 1.19cph!
Fixed NRE in worldModelOutline
Changed culling.world to unsaved for now
Fixed project settings define symbols
Removed unused component references from main camera
Defaulted culling.world to false; needs more fixing and testing
skin approval
fixed camera warning
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
Warehouse no longer has a quarry
Added road piece to warehouse
more fixes for worldmodels
fixed a bunch of worldmodels not having outlines
outlines enabled by default
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
Reapplied launch site road / power nodes
Work in progress toward better and more predictable animal behaviour.
Merged mining_quarry_a placeholder
slightly stricter dropbox placement
Fixed possible race condition when building splits / merges were deferred
Fixed building merge not sending out network updates for building blocks that changed their IDs
Advanced Lootbox, LODS, model, textures and material
Building privilege extends out for 10 meters around a building
Changed hair set collection layout to allow one dye collection per hair entry
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Fixed hair dye mat props affecting other mats (e.g. skin)
Ensure hair dye is picked consistently across different hair types
Waits at least one frame after reg before vis test
Removed serialization tags from occlude dependency structs
Lots of sound tweaks and polish
Campfire/furnace ignite & extinguish sounds
Ceiling light on/off sounds
Fixed culling-related flicker sometimes when spawning a new object
Fixed flicker when toggling culling.world (proper)
Added depth tolerance to outline draw shader (glow over grass)
Fixed outline when using temporal AA
Fixed outline issues affecting other effects
Fixed outlined object showing over viewmodel