122,118 Commits over 4,048 Days - 1.26cph!
Fixed ArgumentException in bloom image effect
Potentially fixed NRE in Planner.DoBuild
Fixed outdated API usage in HttpImage
Potentially fixed InvalidOperationException in HttpImage
Fixed exception in Skin.FromFolder
Implemented network stream seek
water_well_b mini monument files prep
Increased junkpile spawn attempts
Potentially fixed UnityException in AsyncTextureLoad
water_well_a mini monument progress
Potentially fixed ArrayTypeMismatchException in HttpImage
Fixed NRE in BasePlayer.UpdateHolsterOffsets
Fixed NRE in CommunityEntity.AddUI
Junkpile spawn tweaks
Always show loot container health
Loadbalanced AI senses.
Misc ai behaviour tweaks.
Added static building part prefabs
water_well_a backup/progress
Merged back in subtracted ai stuff.
skin approval
raid ability added back to arrows, but nerfed
Added base+biome tinting to core/foliage
Added copy/paste buttons to all core shader inspectors
created new hair cap material that blends with skin, and tweaking textures and mesh
removed raid ability from fire arrows (for now)
▄▋▅▌▌▆▍▇▉█ █▍▍ ▊▉▆▉ ▉▇▄▆█▍ ▇▆█▇ █▄▄▊▇ ▊▉▊█▇ ▇▊▉█▄▋ ▄▅▍▄▅ ▊▆ ▆▅▊▄▋▊ ▌▋▊█▍ ▉▆ █▌▄▆█▄ ▄▍▆ ▌▋▊▅▊▌▆▆▇▅▋▋▌
Fixed UI.Options.KeyBind trying to change its name all the time
Fixed options being invisible until toggled when opening options tab in main menu
Finished pine trees LOD0 / added prefabs
Fixed "lock" game object on shopfront being on unnamed layer
Fixing a GameObjectRef (build warning)
Fixed moon brightness regression
Beancan grenade admire fix
Added core/skin (haircap-layer) shader
Updated hair shader inspector
water_well_a mini monument progress backup
Updated hair spec and rough property names + values on existing materials
Fixed inverted brightness in skin dual layer
added female pubic hair cap with shared skin/hair material to hair_caps branch
▆▌▌█▌ ▇▌▌█▍▆▅▆▌ ▆▊▉▋▆ ▄▇▄▅▆▆▇▍
water_well_a mini monument
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)