127,567 Commits over 4,109 Days - 1.29cph!
More iceberg progress
Slightly more snow ores
Merged hair to hair-impl
tweaked materials and textures, vertex lighting etc
added facial hair style 2 to hair-impl
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tweaked a bunch of 3rd person player animations ( shoulders / elbows look more natural )
nailgun no longer damages wood structures
nailgun nails stay in world and are retrievable
Fixed hair deformation on a few cases
Set up hat.burlap.wrap for hair
Added facial hairstyle 2 to male set
Fixed some hair prefabs
color/value/harmony tweaks
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
Navmesh Link transition improvements and other misc AI tweaks.
Added male facial hair 02
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Fixed morph cache not dirtying on setup
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
old benches can now experiment
nre fix
Upgraded temporal anti-aliasing to PostProcessStackV2
prefab error fix for hammer & rock vm
added correct materials to male_facial_hairstyle_02 material swapper
Temporal AA now default (convar reset)
Player preview now uses temporal AA
crossbow/bow no longer have stance recoil
skin approval
Fixed post process stack v2 modifying player defines
Forcing project settings update/reset
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Fixed hair not deforming back when removing hats
Fixed NRE caused by post process stack v2
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed zooming in non-TSSAA modes
Fix for black sludge in TSSAA
Moved most postprocess stack shaders back to original folder to allow local builds
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Second attempt at a black sludge fix
Fixed water shore flickering when TSSAA is enabled
Allow changing to nav_disable at runtime to stop all AI ticking.
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher