254,990 Commits over 3,990 Days - 2.66cph!
Added powerline topology around powerlines
-managed to get an action happening, going through resource's so, onto being called on the agent, onto delivering an item to it.
Added rain weathersettings
Fix for BeforeEditorTab DrawStandardInspector NRE
WeatherSettings tweaks
Don't allow road slopes that would break the current Guinness world record
tweaked some jump animations
finished all of the 3rd person handcuff animations.
Added collider to high voltage pole
Better asset editor toolbar buttons (rename/copy/delete/select)
Removing redudant code in BeforeEditorResources
Second pass at better prefab and view handling for buildings/resources etc
Fixed some annoying layout issues
New roads WIP
Various improvements for the road and river terrain adjustments
Lots of prefab rebuilding or refactoring
Some more work on generic view/skin handling in BeforeEditor
BuildingSettings fixed to show config window
Added Incendiary ammo types!
Added incendiary rocket
Added explosive ammo
fixed seeing reload options menu when clipsize was 0
Forgot to submit graphics tweaks UI prefab
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Little BuildingView and Resource cleanup
Fixed a huge exploit with "cvarlist" console command
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Better shader error detection
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Added anisotropy and parallax graphics UI options
Reimport shaders on build if needed
First pass at generic asset prefab and view prefab management in BeforeEditorTab (currently working for Buildings)
first pass at reloading sounds
Fixed NRE in ZoneSeasons.SetupRockPrefabs()
Fixed early singleton initialization in standalone builds