32,249 Commits over 4,048 Days - 0.33cph!
Rebundling textures so future additions only require 1-2 bundles to be changed
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fixed boats decaying while in use
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Fixed exception on workshop skins that aren't installed at all and only exist in the cache
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Fixed build server moving texture bundles to wrong folder when using -buildTo
Include skins in main install
changed size of L96 normals
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
8x scope, materials, prefab and collision mesh
Removed asset bundle splitting, see if that works
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
Ambience fix for real this time
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Fixed RHIB glitchy visuals under shader level 300
Potential ambience fix #2
Fixed RHIB disappearing on server restarts
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Fixed scale issue on casino wheel using a custom model
big_wheel prefab updated
Sheet metal door script export fuckup, fixed
Improved long range shooting AI for bandit guards.
Added some extra safety checks around NPC sensor loading.
Fixed palms not avoiding lakes
merge from prepatch_fixes
added signs to bandit town shops
lowered scrap payment for keycards slightly
increased cost of lr300,spas, and m92
slashed durability of keycards - half as many uses
6 shop signs for helk, materials/textures and prefab (found in Assets/Content/Props/signs)
Minor tweak to junkpile scientists.
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Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
Some bandit guards should never move.
Bandit town scene2prefab.
NRE check on NPC hostility consideration.
Navmesh safety check when NPC tries to move to last known location of target.
Improved some coverpoints at bandit town.
Bandit town scene2prefab.
Adjusted some NPC health values.
green keycard buy price reduced to 15 scrap
merge into main
protocol++
updated bandit town vendor names
updated bandit town black market/weapon vendor
crude now buys 1 scrap for 6 instead of 10
extra pickles
Reduce janky movement for bandit guards when they lose sight of their target.
Tweak to boar topology preference.
Merge from bandit_town_tweaks
Fix for one of the lanterns blocking the path in abandoned cabins
Updated wooden cabins
Added static metal shopfront