134,188 Commits over 4,444 Days - 1.26cph!
Re-applied changes to scenes from main
Added HostileTargetsOnly flag + implementation to AIBrainSenses
NPC auto turrets ignore new scientists
Backported some layout changes from cave_small_hard from main
Tweaked rock_flat albedo
converter tool replaces old ManualCoverPoint instances with AICoverPoint and copies direction etc over.
more outpost test scene setup.
wip AI monument data conversion tool.
Caves terrain review + S2P
Shore wetness reduced on cliffs (Reduces LOD2-LOD3 popping), albedo multiplier reduced on cliffs and terrain
car wrecks spawn on roadside, temperate and snow variants
added arid road grass clutter (was using temperate)
Added two new roadside junkpiles types (pickup and compact car) Roadside junkpile vehicles now have white paint to differentiate from roadside rusty cars (without loot in them)
Updated decor.v3
Fixed arid cliffs materials not having biome tint on anymore, tweaked arid rock splat tint to better match
Balanced LOD and SLOD cliffs atlases and rock08/terrain rock and stones albedo to better match
Lowered AO on LOD0 Temperate Cliffs to reduce popping
Cliffs LODing distances remap on baked LOD and SLOD (felt too close)
Southwest of refinery refresh
Added console.erroroverlay toggle convar.
Added support for most types of render pass in a slightly cleaner format.
Update Facepunch.Steamworks to fix swnet crash from last update
Utils to categorize materials / shaders properly
merged from experimental changes
merge from instrument_wounded
Refinery asset cleanup & polish
LODs and colliders for straight single tunnels and double/single tunnel transition meshes
More utils, putting data for events into a better format.
Update Facepunch.Steamworks (reduces Steam Networking GC alloc)
pickup truck - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total
pickup truck - removing test mesh
Refactoring to support other passes. Utils to determine correct passes required for each renderer / material.
Bus stop network.
West side base splatting.
Experimental changes to the way events are ticked, executed and results cached.
Added Chance event.
Changed event execution rates to an enum setup.
Utils to find and load all relevant prefabs.
Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Remaining mountain pass area + splats + biome tweaks
HarmonyLoader logging improvements
Fixed new mountain road area that the terrain splines broke
Rendering into MotionVector buffers
Disabling streaming for textures associated with the current view model.
Very basic implementation with a lot of stuff broken / missing.
slightly change lock position on tool cupboard to not clip with cupboard handle