127,455 Commits over 4,109 Days - 1.29cph!
Finished pine trees LOD0 / added prefabs
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)
created new hair cap material that blends with skin, and tweaking textures and mesh
Added base+biome tinting to core/foliage
Added copy/paste buttons to all core shader inspectors
skin approval
raid ability added back to arrows, but nerfed
Merged back in subtracted ai stuff.
Added static building part prefabs
water_well_a backup/progress
Loadbalanced AI senses.
Misc ai behaviour tweaks.
Junkpile spawn tweaks
Always show loot container health
Fixed NRE in CommunityEntity.AddUI
Fixed NRE in BasePlayer.UpdateHolsterOffsets
Potentially fixed ArrayTypeMismatchException in HttpImage
water_well_a mini monument progress
Potentially fixed UnityException in AsyncTextureLoad
Increased junkpile spawn attempts
water_well_b mini monument files prep
Implemented network stream seek
Fixed exception in Skin.FromFolder
Potentially fixed InvalidOperationException in HttpImage
Fixed outdated API usage in HttpImage
Potentially fixed NRE in Planner.DoBuild
Fixed ArgumentException in bloom image effect
Fixed ArgumentException in bloom image effect
Only enable client exception reporting on official servers
Fixed pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
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.
arrowheads now show up in 3rd person
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Fixed bug causing overhead in sample circle.