199,504 Commits over 4,140 Days - 2.01cph!
Pines and Douglas Firs / fixed roughness / added billboards to prefabs and rendered textures
added pickles with chance of botulism
fixed tree minigame hints not showing, maybe
Get a random username automatically on start so we'll get a unique userID
task list now displays a specific name for each tutorial section
Douglas Fir / Pine color tweaks to match the new lightning
Rebaked billboards to match new colors
Further color tweaks. Made pines lighter
Removed specular from pines as a temp fix for incorrect fresnel
road/scrap tutorial completion
phrases
Cave dwellers
Removed the super player regen
Fixed imposter shader cylindrical billboarding
Added custom mesh per imposter asset
Deprecated imposter instanced properties
Avoid overwriting existing imposter material properties, except baked maps
Fixed tangent import settings on pine_c.fbx and pine_d.fbx
Rebaked current imposters
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Longer duration to first raid
Dumb thing where players spawn bullets. Just learning + testing
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
Tweak to Scientist Death Comm.
Scientists enabled by default.
restored opportunity panel prefab on root UI object
This meta file is no longer needed
Forest size tweaks
Reject rivers start start too close to sea level
Tree quality correctly applies to the new trees
Vagabond jacket skinnable (?)
Hapis clutter tweaks around some cliffs, caves and sand dunes
Optimized cover point reasoning.
Scientists disabled by default again.
Give out early access reward item
global.cleanup doesn't exist anymore
Replaced remaining old trees with new ones
Adjusted douglas fir material to prevent excessive darkening
Deleted some old unused tree assets