33,217 Commits over 4,109 Days - 0.34cph!
fixed hv arrows not showing metal tip when deselecting viewmodel for the first time
fix for newly created key locks
added bone arrow - make plays
added fire arrow
sound updates from manifest (bundle setting)
updated purple loot box model
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Fog density no longer changes per biome (unfair advantage when looking in from a different biome)
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
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Fixed inverted brightness in skin dual layer
Beancan grenade admire fix
Fixed moon brightness regression
Fixing a GameObjectRef (build warning)
Fixed "lock" game object on shopfront being on unnamed layer
Fixed options being invisible until toggled when opening options tab in main menu
Fixed UI.Options.KeyBind trying to change its name all the time
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removed raid ability from fire arrows (for now)
skin approval
raid ability added back to arrows, but nerfed
Junkpile spawn tweaks
Always show loot container health
Increased junkpile spawn attempts
merged scientists to main for testing
commiting updated flare viewmodel into the main branch
Reduced npc vision range (optimization)
Profiler hooks to catch some AI overhead (navigation operator)
Some more profiler hooks for AI.
A couple more profiler hooks.
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
Fixed bug causing overhead in sample circle.
Adjusted scientist vision range (optimization).
Tweaked spawnpoints/coverpoints (optimization).
Touch-ups on AI profiling
Only apply the LOS raycasts we have to apply for NPC senses.
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Vending machine correctly destroyed if construction below no longer exists
Jack O Lantern can no longer be placed through walls
Jack O Lantern can be picked up
Jack O Lantern only accepts wood
Merge from weekend_branch_6
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Retired "Viewmodel" layer as it is seemingly unused
No more spamming shelves on roads