110,878 Commits over 3,897 Days - 1.19cph!
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Road and powerline tweaks
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
PathFinder.Point implements IEquatable
Mining quarry A progress backup
Preliminary road / power connection points for all monuments
Monument placement optimizations
Updated powerline layout to same algorithm roads are using
Subtracted
24049 and
24043 => rollback to 2017.1.2f1
Added gizmos to TerrainPathConnect
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Tweaked biome distribution (slightly less arctic, slightly more arid)
Roads no longer sometimes go through water
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
worldmodel outlines (off by default)
More work on the road network generation in preparation of monument in / out points
Restored culling stats display; editor-only
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Fixed roads / powerlines getting interrupted by rivers
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Updated Apex AI to 2017.2
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
toptier half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
stone half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
wood half wall block models/col/gibs - block prefab updated
First attempt at stopping animals from attacking through walls.
Updated plugins with new Unity libraries
Renamed culling.lodcomp to culling.world; enabled by default
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
twig half wall block models/col/gibs - block prefab updated
Fixed some destroyed/hidden objects reappearing under culling.lodcomp