198,747 Commits over 4,140 Days - 2.00cph!
Actual scene.
Missing file.
Scene
Guard sound triggers & controller tweaks.
Town guards & animations/controller.
Manifest.
merge from main/mix-finalization
Fix ADS not working when not running but with sprint still on.
Changed particle lighting to ignore main lights when inside or underground
Touched relevant shaders
put back the back button in the what's new panel
fixed tutorial font outline
aligned tutorial button
Trigger crouch fix.
Interiors don't randomly disappear.
Interior lights in close proximity don't wreck our ref probes.
Pink error in mines.
Scenes.
update drag and drop mod fixing drag area
reset raider agro strat when raid is over
weird angle temp fix (maybe)
raid target AI improvements
better aggro AI
raider strategy
faction alignments
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Fixed skin shader hair caps normal calc
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
trying out a new team unit generation method, now specify max number of mods allowed (range) per team in each division, then they get randomly distributed around the team members
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
let's use the correct index in the loops in the entity destruction method
deposit all interaction gets disabled upon finishing building construction
Distance consideration uses fallback fuckery now
buoyancy / water fixes for caves (eeek)
added hairstyle 5 lods and hat morphs, added for both genders and all races. tweaked materials a lot. Fixed broken alpha channel on strands diffuse. Set capmasks up to not be huge filesize, tweaked eyebrows to be a bit less shiny and body hair to be more colourful
Slightly increased wind params on new foliage to make it more dynamic at low wind strength
Added a Convar to stop game mode launching
Tweaked wind params on tree and bush materials to prevent excessive bending
Water junk piles files and extras
Scientists will stop mid-burst firing if they lose target.