127,256 Commits over 4,109 Days - 1.29cph!
Refactored fog to combine atmospheric scattering and fog volumes (clean+opt)
Added combined fog support for transparent surfaces
Removed height density bounds from atmosphere volumes inspector
Added combinedfog support to all relevant particle shaders
merge into main
protocol++
green keycard buy price reduced to 15 scrap
Adjusted some NPC health values.
NRE check on NPC hostility consideration.
Navmesh safety check when NPC tries to move to last known location of target.
Improved some coverpoints at bandit town.
Bandit town scene2prefab.
Some bandit guards should never move.
Bandit town scene2prefab.
Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
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Minor tweak to junkpile scientists.
6 shop signs for helk, materials/textures and prefab (found in Assets/Content/Props/signs)
Linux server build support for console.
[D11] Fixed assert on console server when a client connects.
[D11] Suppressed log spam on console server when client is killed.
added signs to bandit town shops
lowered scrap payment for keycards slightly
increased cost of lr300,spas, and m92
slashed durability of keycards - half as many uses
fixed rhib storage and clipping issues
rhib steering wheel turns
removed trout from food vendor, now sells tuna cans instead
netwrok++
yield % indicates scale of fruit as well as amount
fixed fruit not appearing on plants
fixed plant skin colliders being too small for plant info
merge from prepatch_fixes
Fixed palms not avoiding lakes
Added some extra safety checks around NPC sensor loading.
progress backup crew building
Improved long range shooting AI for bandit guards.
[D11] Fixed null ref exception on assert check.
Sheet metal door script export fuckup, fixed
Fixed scale issue on casino wheel using a custom model
big_wheel prefab updated
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Fixed RHIB disappearing on server restarts
Potential ambience fix #2
Fixed RHIB glitchy visuals under shader level 300
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Ambience fix for real this time
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
Cargo ship hull and scene progress
Removed asset bundle splitting, see if that works
8x scope, materials, prefab and collision mesh
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
changed size of L96 normals
crew building exterior [greybox end]