192,983 Commits over 4,049 Days - 1.99cph!
Fixed Owner init ordering issue
Further prepping for trees.
Ported NetworkEntityBehaviour methods, except for the old Serialize/Deserialize.
Prepping terrain for trees WIP
skin approval
fixed third person flashlight offset
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
Initial implementation of Progression Tiers.
Converted foliage to roughness.
Updated ASE
Synced shaders with Rust
Grabbed the imposter system and pines from Diogo/Damian
better input checking for CreatePhysCollideBox/PhysCollide:TraceBox
tanning rack has skins and clothes ready to be stockpiles
WorldTime boostrap, Item network message handlers.
Tweaks to sun and moon highlights to preserve range and size
Mitigated water shore flickering when temporal-aa is enabled
Touched water background shader (caustics)
Registering message handlers
CreatePhysCollideBox, PhysCollide:TraceBox
Removed sun and moon from global reflection probe
Added analytical sun and moon approximation to water reflections
Scientists now have an alertness level.
Player movement, body state, distance and active light source affect how easily Scientists detect players.
Scientist alertness level affect how easily they detect players.
Removed NetworkMessage, Converted all old NetworkMessages to new format.
Removed MaterialTypeDefinition
removed MachineProcessActionDesire
Apply a penalty to woodcutter and stonecutter roles if the unit is lacking the equipment for the role.
modal container back button works
replaced unit portrait background with grey color
fixed frog boots clipping with pants
Disabled LOD upscaling on lots of clutter (less popping)
Cleared map cache
Network++
Ported NetworkUser, SpectatorPlayer, and the connect command in the console.
fire arrow costs less cloth