200,960 Commits over 4,171 Days - 2.01cph!
Added some front-end calculation display for Attributes in the Before Editor
Check out my abs (olute values)
Fixed some rocks spawning on roads
added Anim events for the flare view model
Removed some duplicate work being done in PathInterpolator
Resize the tangent array a well when resampling a path
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Tweaked micro cliff and waterside decor spawn rules
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Improved placement of high voltage powerlines
Fixed path and side object densities being higher than specified
Improved road-terrain transition
Improved crossroad blending
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Tweaked road and river splat adjustments
Improved river end detection
Updated river source prefab to better fit the new rivers
horse / chicken ragdolls now have the proper skin as their living counterpart.
Added Parallel.ForEach
Improved river generation
Updated bridge prefab to better fit the new roads and rivers
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Tweaked river source spawning
Added airfield to procedural maps
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.
Changed heightmap adjustments to SmoothStep
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Fixed a couple of UI issues
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
* npc_barnacle no longer picks up players in noclip
* weapon_crossbow no longer leaves player zoomed in if dropped or removed
* GitSync
Improved View handling in Species editor
Added some random roadside objects
Sepcies Unit prefab and view creation improvements
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Biome species list NRE fix
SpeciesSettings.GetViewPrefab NRE/index fix