199,999 Commits over 4,140 Days - 2.01cph!
Subtract
25407 just in case
Reapply ambience streaming change without stray waterwell files
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Can now specify a min/max number of units to spawn per unit type
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
fire arrow costs less cloth
Ported NetworkUser, SpectatorPlayer, and the connect command in the console.
Cleared map cache
Network++
Disabled LOD upscaling on lots of clutter (less popping)
fixed frog boots clipping with pants
replaced unit portrait background with grey color
modal container back button works
Apply a penalty to woodcutter and stonecutter roles if the unit is lacking the equipment for the role.
removed MachineProcessActionDesire
Removed MaterialTypeDefinition
Removed NetworkMessage, Converted all old NetworkMessages to new format.
Scientists now have an alertness level.
Player movement, body state, distance and active light source affect how easily Scientists detect players.
Scientist alertness level affect how easily they detect players.
Removed sun and moon from global reflection probe
Added analytical sun and moon approximation to water reflections
CreatePhysCollideBox, PhysCollide:TraceBox
Registering message handlers
Touched water background shader (caustics)
Mitigated water shore flickering when temporal-aa is enabled
Tweaks to sun and moon highlights to preserve range and size
WorldTime boostrap, Item network message handlers.
tanning rack has skins and clothes ready to be stockpiles
better input checking for CreatePhysCollideBox/PhysCollide:TraceBox
Updated ASE
Synced shaders with Rust
Grabbed the imposter system and pines from Diogo/Damian
Converted foliage to roughness.
Initial implementation of Progression Tiers.
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
skin approval
fixed third person flashlight offset
Prepping terrain for trees WIP