244,568 Commits over 3,898 Days - 2.61cph!
Bridge material and parts tweaks
Biome editor material library improvements.
Enabled TOD Scattering on player camera prefab again (whoops)
Fixed floaty airfield hangars and warehouse
Merge from radtown-spawn-refactor
Updated Mavis flying anims
Changed holdtype & adjusted position of player crossbow prefab
Moved Spawnable to the same folder as SpawnPopulation
Added LocalClock (same as SynchronizedClock, but without the synchronized bit)
Spawn group now uses LocalClock
Fixed some radtown barrels spawning underground
Fixed UI bugs (sort of), sorted out networked destroy, refactored helditem stuff.
Fixed hapis tunnel layers
Ran scene2prefab all
created new wild west layout
added new wild west geometry to unity. setting up new materials and lighting
Don't let them in the server if family share owner is banned
Don't let them in the server if family share owner is banned
Long sleeved shirt and pants highpass, mask
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
Refactored radtown loot spawn
Adding model and textures for the mining crater
Added bridge shit to Asset Gallery and updated materials
Added initial crossbow world model & wm prefab
Inventory reliability tweaks
Bridge material and model tweaks
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
Merged layer antifuck branch into main
Gave displacement its own layer
Foliage tools scripts manual merge
Retired Terrain Trigger layer
Retired Resource Layer (moved prefabs to Default)
Fixed player aim in inventory
Added timing for overall duration of the procedural generation