199,361 Commits over 4,140 Days - 2.01cph!
Perf fix for occludable sounds with local voice limiting enabled
Removing temp hair styles from this branch
Cleanup duplicated MainCannonAttack prefab
Most things are working with the HEM updates now.
Rewrote rebake logic to use the bake heap.
Cells and layers are now aware they're in the bake heap awaiting baking.
Updated the bake heap comparer, that it more reliably prefers cells close to players.
fix for broken head collider
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake).
A slight improvement to animal flee behaviour and speed related to angle of next position.
vending machine really no longer drops items
fixed condition not visibly scaling consumable properties in info panel
fixed tooltips getting stuck
Using steering target to judge angle of movement change works better than next position on the nav agent.
fixed player sit on chair code
Subtracted player model changes
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Softer lighting via less intensity + more exposure + reduced ambient saturation
skin approval
a million mounted fixes
thompson has reduced aimcone
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
Increased directional light initial shadow bias to address flat surfaces
Disabled crafting dev-hacks
ItemBlueprint component now has a startCraftingEffect associated with it, that can be set per craftable item. ItemCrafter will run the effect when CraftItem is called and the crafting task is instantiated.
Meager start to Crafting Stations.
Fixed shaders other than terrain not getting adaptive shadow bias
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Door opens when HP reaches 0
Crafting sound definition prefabs
Client door damages passes on to server. Same method as vehicles use.
Door damage. Basic but working.
Made door forcing interaction text clearer
Always allow closing open doors. This could benefit from the pie menu as it should really be possible to buy buildings with open doors too. You'll now need to close a door to buy a building, but at least if you open a door from the inside of a building that you don't own, you can now close it again!
Fix some door duplicate code + a switched a bool that was the wrong way around