120,526 Commits over 4,018 Days - 1.25cph!
8x scope, materials, prefab and collision mesh
Removed asset bundle splitting, see if that works
Cargo ship hull and scene progress
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
Ambience fix for real this time
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Fixed RHIB glitchy visuals under shader level 300
Potential ambience fix #2
Fixed RHIB disappearing on server restarts
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Fixed scale issue on casino wheel using a custom model
big_wheel prefab updated
Sheet metal door script export fuckup, fixed
[D11] Fixed null ref exception on assert check.
Improved long range shooting AI for bandit guards.
progress backup crew building
Added some extra safety checks around NPC sensor loading.
Fixed palms not avoiding lakes
merge from prepatch_fixes
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
fixed rhib storage and clipping issues
rhib steering wheel turns
removed trout from food vendor, now sells tuna cans instead
netwrok++
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
[D11] Suppressed log spam on console server when client is killed.
[D11] Fixed assert on console server when a client connects.
Linux server build support for console.
6 shop signs for helk, materials/textures and prefab (found in Assets/Content/Props/signs)
Minor tweak to junkpile scientists.
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Unfucked ItemBasedFlowRestrictor parameter serialization
Print error message when trying and failing to move item
Include prevent movement layer in footstep raycast
Some bandit guards should never move.
Bandit town scene2prefab.
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.
Adjusted some NPC health values.
green keycard buy price reduced to 15 scrap
merge into main
protocol++
Added combinedfog support to all relevant particle shaders
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
updated bandit town vendor names
updated bandit town black market/weapon vendor
crude now buys 1 scrap for 6 instead of 10
extra pickles
Reduce janky movement for bandit guards when they lose sight of their target.
Tweak to boar topology preference.