134,164 Commits over 4,444 Days - 1.26cph!
regrouping camper mat/textures, removing tmp mat/textures
adding front/back parts
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Remaining SE splatting & height tweaks
Road tunnel entrance placeholder biome tinting
Fix water jug filling sounds always playing in first person for nearby players
Coastline mini monument pass
Fixed troublesome Z spots in road network
Added biome tinting to road & tunnel network
Update all signs to allow updating textures from slightly further away (3m -> 5m)
Add error checking to entity.uploadsign to make sure the player is close enough to the sign to edit it (otherwise it'll look like it worked but the server actually ignored the change)
Experimental Facepunch.Steamworks build that uses SendMessages with pooling instead of SendMessageToConnection
SQLite 3.34.0 for Mac (thanks lewis)
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Standalone Airwolf compound
Pressing tab in the F1 screen will now switch back and forth between the last 2 used tabs, eg console + items. (unless you're typing in the console)
Converter tool now converts stationary spawn points with look at points to single point AIMovePointPath with look at points, so they can all be handled as paths instead of two separate approaches.
Fixed metal shopfront preventing construction placement in certain builds
AI data conversion tool now swaps old peacekeeper spawn prefabs for new ones
New preacekeeper replacement prefab, setup and linked blank AI design.
Manifest.
Transforming EffectMounts to world space
New launch site finishing bits.
Nixed old one.
Remaining new compound setup
Nixed old one
Compound interactables improvements/cleanup WIP
merge from keylock_lock_on_deploy
renamed sodapoppin facemask to kitten facemask
Auto lock keylocks on deploy
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Added a suicide option to the escape menu. Only appears when connected to a server.
Monument AI conversion tool now converts scientist spawners, sets any waypoint path links.
BaseFollowPath state now triggers the error event when there's no path.
NPCSpawner now sets any path data.
Added ScientistNPCSpawner, extends NPCSpawner.
Adding genericsmall loot container
Updated all needlessly oversized crate panels
Fix for mipmap streaming override not working sometimes. Re enabled viewbob etc.
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position.
BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.
Refactored facing direction override support down from NPCPlayerNavigator to BaseNavigator.
BaseFollowPathState now sets navigator direction for look at points.
Changed candy materials to use standard shader so that we have no materials using forward opaque path
Added support for path reversing to AIMovePointPath and BaseFollowPath state.
Added support for waypoint look-at points to BaseFollowPath.
Allow deployable placement inside watch tower
Modified a few shaders so that all pass types are in the same order for all shader lods.
Support transparent / grabpasses correctly, correctly calculating spherical harmonics in world space.
merge from satchel_skin_split
Desert mini monuments pass
Removed Procmap road materials albedo tint (broke monument roads matching)
Lower AO factor on rock formations materials, match shore wetness from cliffs
Shrunk rock formations' terrain splat set radius
S2P Stables to update materials
Fixed sand dunes material being funky
Sat Dish road goes off at an angle to avoid intersections
Fix items losing their skin when their stack is split (eg. satchel charge skins)
Loot & cover point pass
Terrain bug fixes