127,288 Commits over 4,109 Days - 1.29cph!
Optimized/fixed coverpoints
Merged back in ai behaviour stuff.
Scene2Prefab military tunnel
Another stab at scientists
twig tier atlas mask for damage + material tweaks
Any entity can use sockets, not just building blocks (presumably breaking everything)
top tier atlas mask for damage + material tweaks
Optimized elevator volumes (server perf)
Fixed layer on elevator volumes
Deleted ocean clutter prefabs (unused)
Moved xmas event meta file
Gibbable.DoPrepare error message tweaks
Fixed small build log typo
Throw exception and fail the build when skinnable item name is incorrect
Facepunch.Steamworks meta files
Some more scientist fixes.
Merged in from ai behaviour 3.
Fixed building ID regression on newly created buildings (changeset 24670)
Subtracting AI behaviour
24668,
24684 (performance issues)
wood/stone/metal tier atlas mask for damage + material tweaks
Weather (currently only fog) is randomized every 18 hours, fades over 6 hours
Fixed washed out sky around noon in temperate and arid biomes
Network++
damage texture albedo, masks polish
Fixed stars being occluded by atmosphere fog at night
Slightly darker sky at midnight
Road grass decor aligns to normal
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Fixed hinged doors occludees
Fixed wood shutters, fence gate and high external walls occludees
fixed scientist loot drops
scientists have different colored hazmat suit
Added dual layer skin shader for testing
more damage mask polish, damage increment is more linear
Added edge masking control to foliage shader
Cleaned up shaders using masking control
Douglas fir update / Added pine trees
Cherry picked 24618: core/foliage valpha ao
Cherry picked all shader changes from main
Skin dual layer: moved mask to uv2
Added terrain anchor placement mode (minimize terrain error or minimize object offset)
Fixed junkpiles sometimes spawning partially on roads
Fixed junkpiles sometimes spawning in rather weird positions (too far above the terrain)