199,732 Commits over 4,140 Days - 2.01cph!
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Removed markins from human skin shader, ported to new shader
TribeCreationUI blockout
Fixed all the stupid things that I did
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Reduces seams in player model lods
3rd person animations for sawnoffshotgun
Custom maps keep hand-painted cliff topology, add auto-baked to it
Additional rock spawns for forests
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Prefab auto-updates (Tools/Prepare Prefabs)
Fix for argument out of range exception in road generation on certain seeds
Rock cull distance tweaks
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Fixed AIDesigner grid background not working nicely
Removed zoom area functionality for now
AIGraphData in AgentParameters
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
AI Designer now supports moving nodes, saves graphs to a database asset
Fixed ragdoll editor
Rebuilt ragdolls
Fixed ragdoll stretch weirdness
Fixed player model being visible while ragdoll is
Fixed resource spawn clustering sometimes not working
Fixed AIDesigner regenerating layout in some places where it should not
Hemp is slightly bigger (easier to find)
Resource spawn rule tweaks
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
added steering column to truck and finished steering wheel, added gadgets and dash dials, adding gearbox
Dumb cloud shader fix for buggy drivers (glcore; win)
Fixed black sky reflection when switching water quality
Moved water sim back to regular update; dispersion should take care of time-dep params
Bug fixes for building editor, LOD tints work, extracting mesh.
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Player, tribe create tinkering
Fixed bug where looking down above water would clip and show ocean floor without underwater scattering
AI Designer tweaks and bug fix with goal parenting
Added new shader level (500) to rainfall that enables soft particle fade