127,500 Commits over 4,109 Days - 1.29cph!
merge from MT level design
merge from Mini water well monuments
static building parts fix
added recycler to junkyard
NPCs can now use patrol points.
Significantly more cliffs and hills
Why do you hate me Plastic
Removed pillar building block (how much outrage could this possibly cause?)
Removed support socket type
Removed support socket from floor prefab
Rivers are no longer green
added uv2 channel to playermodel LOD0 heads for test (need to add to all lods and bodies) added hair mask to skin material, testing nontssaa with new comp and diffuse textures
Replaced skin hair masks with multi-param packed map; added toggle for feature
First pass single frame imposter runtime and tools
New trees / polish / prefab settings / LOD distances / snow variants
Patrol points prefab update for Military Tunnel.
NavMesh now take transparent layer into account when baking (fences).
added relaxed gun pose for scientists
fixed some minor glitches with 3rd person attack animations
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backup ocean / skydome doodling
Added static recycler to Savas KOTH
Tweaked Savas Junkpile & barrel spawn locations
some fixes to water wells
gas station decor workbench looks decayed
fixed packed material for potted plant not displaying correctly masked
Wall frames provide identical stability to walls
Updated Facepunch.Steamworks
Hapis Island loot tweaks (smaller monuments have slightly less spawns)
Hapis Island old cave lighting
Hapis Island Site A tweaks
Recycler loot panel text updated
added skinhairtest unity scene with skinhair cap and test head
Image storage to database
NPC cover points for Military Tunnel.
Updated Savas KOTH Tier 1 2 3 loot tables
More resources in construction loot box (Savas KOTH)
Added yuge rocks to hilltops (proof of concept)
New trees / improved douglas firs snow variants / adjusted LOD distances
Mining quarry A / fixed a uniform dirt circle around the monument
Updated skin hair test scene
Disabled compression on test mesh
Simplified base color mask mixing
updated water well monuments with working well prefabs
Correctly call OnSendNetworkUpdate when spawning static map entities