127,175 Commits over 4,109 Days - 1.29cph!
Warehouse no longer has a quarry
Added road piece to warehouse
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.
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
skin approval
fixed camera warning
Defaulted culling.world to false; needs more fixing and testing
Removed unused component references from main camera
Fixed project settings define symbols
Changed culling.world to unsaved for now
Fixed NRE in worldModelOutline
Cherry picked WorldModelOutline NRE fix
worldmodeloutline osx fixes
Reapplying fix for missing camera script warning
Fixed hair colour not applied on armpit, pubic or eyebrow
Mining quarry wooden watchtower
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
Improved transition from procedural roads to monument roads
More work on animal behaviour.
Improved mesh generation and terrain adjustments for roads and rivers
Split river and road terrain adjustments into their own procedural components
Same thing for power lines
Added terrain anchors to power line pylons for better placement
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Better solution to prevent flooded roads
Tiny road layout optimization
Changed procedural road to asphalt
Tweaked road width
Changed roadside splat to gravel
Tweaked path splat and topology blending