198,897 Commits over 4,140 Days - 2.00cph!
Added Player.Set/GetMaxArmor
new projected texture inputs/keyvalues
info_particle_target as alias of info_target
prop_dynamic_glow as alias of prop_dynamic
Color correction volume simple multiplayer support
player setmodelscale fixes
cherry pick non networking related changes
Fixed child panels not updating their skins when calling Panel.SetSkin on their parent
Rain impact improvements.
More voluptous mild snowfall.
Snowflakes stop rotating on impact.
Lightning cloud highlight texture set to high quality.
Fog multiplier in climate.prefab
mega grav gun networking
increased steam.inf
Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
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spike cost and protection tweaks
Some progress on enhanced collisions
Refactoring group creation methods
trophy - volumes, crafting cost, layers, cannot lock, ground watch
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Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
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All prefabs/scenes updated with spawnable roadsigns
Conflicted scenes and prefabs redone with spawnable roadsigns
Make sure conflicted prefabs are exact copies of those on Main
Merge destroyable roadsign fixes
Cherry-pick original roadsigns merge
Get rid of a bunch of pointless code (should improve perf a bit too)
Preserve bone length when rebuilding the chain's transforms (fixes some ugly artifacts)
Overwrite bone transforms into a straight line when building the chains because they're junk otherwise
Refactor things to not depend on a tree node structure (only allows chain configurations now but that's ok)
Job scheduling update, streamlined culling jobs, better culling distance calculation / fixes.
Weather profiles (WIP)
Tweaked base sky twilight cloud color to be slightly less orange
Sun mesh brightness up a bit for fog compatibility
Print a console message when game is started with -noaddons
Disabled particle blending on raindrops and impacts so you see some of them when looking straight down (petur approved)
More tweaks to rain particle lifetime after testing additional scenarios
Culling method experiments, fixed comparison test differences.
Fixed sky dome having fog + evening time saved on its prefab (annoying in the editor)
Added BaseNavigator.Moving
MoveTowards & Roam return running or finished.
Added StateFinished event.
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)
small StateStatus refactor, now allows for Running and Finished
Tidied up job handling slightly, improved job dependencies.
Reverting rain max collision shapes (changeset 55163)
Reduced rain max lifetime (fixes perf issue in certain conditions where rain drops fall very far, fixes rain drops sometimes falling through bases due to max collider shape limit)
BasePathfinder roam positions, test roam state, navigator improvements