200,917 Commits over 4,171 Days - 2.01cph!
buoyancy / water fixes for caves (eeek)
Distance consideration uses fallback fuckery now
deposit all interaction gets disabled upon finishing building construction
let's use the correct index in the loops in the entity destruction method
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
trying out a new team unit generation method, now specify max number of mods allowed (range) per team in each division, then they get randomly distributed around the team members
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
Fixed skin shader hair caps normal calc
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better aggro AI
raider strategy
faction alignments
raid target AI improvements
weird angle temp fix (maybe)
reset raider agro strat when raid is over
update drag and drop mod fixing drag area
Trigger crouch fix.
Interiors don't randomly disappear.
Interior lights in close proximity don't wreck our ref probes.
Pink error in mines.
Scenes.
put back the back button in the what's new panel
fixed tutorial font outline
aligned tutorial button
Changed particle lighting to ignore main lights when inside or underground
Touched relevant shaders
Fix ADS not working when not running but with sprint still on.
merge from main/mix-finalization
Town guards & animations/controller.
Manifest.
Scene
Guard sound triggers & controller tweaks.
Actual scene.
Missing file.
Stopped zombies being able to loot. Made interaction options for character types a little more nuanced.
Added game mode option to not drop loot on death.
water junkpiles
LOS checks now include vehicle_movement
missing icons
Setting character type interaction levels
rebuilt sound lengths
protocol++
Temperate and Arid day LUTs less saturated
Camera Eye Adaptation effect is weaker