127,281 Commits over 4,109 Days - 1.29cph!
Fixed up some server vs client stuff in ai.
Fixed bow sometimes spamming RPCs to server
Rocket factory / added moss inside the rocket factory building
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Some more cleanup of ai code.
Fixed hair inset shadows
Fixed hair temporalAA filtering
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
Cherry picking shader changes from /main/hair
Fixed boostrap not updating the loading screen text
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Overgrowth texture desaturation on the yellow range and overall brightness increase
Terrain grass texture sat increase mid yellow/red
Grass splat color tweaks, Overgrowth tint color tweaks
Dropped items despawn about two times slower
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Corpse despawn time scales with the rarity of the contained items
3rd person player anim tweaks
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Foliage properties backup
attenuation of wind on flowers and small foliage
tweaks to grass meshes to fake more coverage
displacement value stored in Blue channel
increased coverage on grass blade models
Use vertex color B channel to scale displacement
Merged from main/humanoidNPC branch.
Launch site warehouse LOD/COL/prefabs
Rocket factory grounds, replaced game objects with prefabs
Tinting and placement improvements
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Launch site warehouse awning and tweaks
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Dropped items displace grass around them
Washed lube off dropped items
Rocket factory door LOD/COL/Prefab
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Fixed occlusion culling on roof parts
Fixed burlap sack world models spazzing out
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes