115,064 Commits over 3,959 Days - 1.21cph!
Tweaked densities of micro cliffs and beachside rocks (after 25321)
Fixed floaty patch_grass_tall_large (added terrain anchors)
Fixed imposter normals baking
Fixed remaining quad sizing and pivot issues
Switched core/foliage to roughness (sorry)
Clean up and interface work
Adjusted forest rock splat modifiers
Fixed decor normal / gradient alignment randomly flipping forward direction
Fixed terrain modifier scale only scaling radius, not fade distance
Removed random multiplier from terrain splat modifier since it messes up some things
small change to cave gravel mat
sat dish rock LODs don't swap to the wrong material
caves splats are now exported + material changes on some rocks
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Merge from visuals_experiment
higher icebergs ad icesheets densities in arctic
Scientists don't hurt each other.
lower rock splat amount via material bias
Fixed floating decor rocks
Scientist voice com only limit replies when not in a squad.
Reject rivers that start too close to other rivers
Merged hapis_7 to save157
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.
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Smoother river terrain adjustments
Some more stone splat on beaches
skightly more trees in temperate field topo
Added medium beachside rocks
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Added stone splat to sand
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First try at improving scientist awareness of shooting allies.
Slight improvement to Scientist voice com.
Optimized TryWakeUpDormantAgents
arctic pop
cave colors/reflectivity tweaks
Even more on ducked behaviour for Scientists
More on ducked behaviour for Scientists.
Tweaks to retreat cover vs flanking cover for Scientists.
Scientists should not move when crouched.