32,161 Commits over 4,018 Days - 0.33cph!
merge from Halloween_2020_Patch
merge from redirect_research
merge from /Halloween_2020_Patch
fix for scarecrows not taking damage from bandit NPCs, swapped eggvision for candyvision
Fixed solar panel hovering
merge from Halloween_2020
merge from Halloween_2020
Climate weather chance params.
RainFoggy/RainClear reworked into RainHeavy/RainMild
Kayak paddle update.
Updated mesh and textures.
Prefab setup.
merge from Halloween_2020
Set roadsign meshes to read/write enabled since they're also used as gibs
Cherry-pick armoured module LOD fix to Main
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merge from workbench_rotate branch
merge from door_blockage_anim_fix
merge from autoturret_deathscreen_fix
Allow deploying storage monitors onto vending machines
Rebuild manifest, should fix missing roadsigns
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
Removed noise generator from old snow for perf.
Nixed X offset on snow emission
Rain impact improvements.
More voluptous mild snowfall.
Snowflakes stop rotating on impact.
Lightning cloud highlight texture set to high quality.
Fog multiplier in climate.prefab
Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
Weather profiles (WIP)
Tweaked base sky twilight cloud color to be slightly less orange
Sun mesh brightness up a bit for fog compatibility
Disabled particle blending on raindrops and impacts so you see some of them when looking straight down (petur approved)
More tweaks to rain particle lifetime after testing additional scenarios
Fixed sky dome having fog + evening time saved on its prefab (annoying in the editor)
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)