200,805 Commits over 4,171 Days - 2.01cph!
Removed driftwood from arid beaches
deer yooth material update - deer yooth material update
this merge.....
revert because my merge broke it
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
elder female view model properly setup (to use the regular adult) so no longer uses the child
missed files from last checkin
Fixed empty spawn filter (errors)
Food Need, Human-Food module tweaks
Minor senses formatting
Fixed AI modules being installed multiple times
Waking up from sleep tweaks
boar child and clicked ragdoll button on deer as I forgot for last checkin
Spiral stairs block - proof of concept
Added trimming support to path interpolator
Improved power substation spawning
Sitting and Sleeping behaviours handle all their animator trigger/bool stuff, removed those Actions from related Effects
Syncing camera prefab from main so changes can be compared
Synced TOD
Added truck lights
Fixed Minimap lamp culling
made the staring in to infinity part of tripping animation last longer
Fuck this shit (scene view synced camera)
Proper main camera. Deleted the others.
Merged cam thing into main pre.
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Tweaked noise levels: People should no longer wake up from everyone else snoring
Hooked up missing game start trigger
Merge from accidental yet aply named branch
Fixed AssetMenu not grouping things correctly.
ActionSettingsWrapperDrawer uses AssetMenu
Editor tweaks, desire drain data (unused)
Scorching effect now shows in UI
Added UnitClassCondition
First draft of PlayerController raycast refactor (sphere check to support multiple entity interactions)
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
More PlayerController raycast improvements, radial menu fixes (save some animation bugs)
Fixed those 4 trees with slightly offset colliders.
Invis twig tree, and some stuff.
Barren map should launch again.
Moved all assets in "Third Party" into "Plugins" instead. Code in "Plugins" or "Standard Assets" folders does not get recompiled every time, which can save some time. Sort of a poor man's DLL. Note that code in Standard Assets/Plugins can only communicate one-way though: Other code can see it, but it can't see out.
Removed orphaned meta files