127,974 Commits over 4,109 Days - 1.30cph!
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Fog density no longer changes per biome (unfair advantage when looking in from a different biome)
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
water_well_a mini monument
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added female pubic hair cap with shared skin/hair material to hair_caps branch
Fixed inverted brightness in skin dual layer
Updated hair spec and rough property names + values on existing materials
water_well_a mini monument progress backup
Updated hair shader inspector
Added core/skin (haircap-layer) shader
Beancan grenade admire fix
Fixed moon brightness regression
Fixing a GameObjectRef (build warning)
Fixed "lock" game object on shopfront being on unnamed layer
Finished pine trees LOD0 / added prefabs
Fixed options being invisible until toggled when opening options tab in main menu
Fixed UI.Options.KeyBind trying to change its name all the time
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removed raid ability from fire arrows (for now)
created new hair cap material that blends with skin, and tweaking textures and mesh
Added base+biome tinting to core/foliage
Added copy/paste buttons to all core shader inspectors
skin approval
raid ability added back to arrows, but nerfed
Merged back in subtracted ai stuff.
Added static building part prefabs
water_well_a backup/progress
Loadbalanced AI senses.
Misc ai behaviour tweaks.
Junkpile spawn tweaks
Always show loot container health
Fixed NRE in CommunityEntity.AddUI
Fixed NRE in BasePlayer.UpdateHolsterOffsets
Potentially fixed ArrayTypeMismatchException in HttpImage
water_well_a mini monument progress
Potentially fixed UnityException in AsyncTextureLoad
Increased junkpile spawn attempts
water_well_b mini monument files prep
Implemented network stream seek
Fixed exception in Skin.FromFolder
Potentially fixed InvalidOperationException in HttpImage
Fixed outdated API usage in HttpImage