198,653 Commits over 4,140 Days - 2.00cph!
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
Dumb thing where players spawn bullets. Just learning + testing
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Fixed tangent import settings on pine_c.fbx and pine_d.fbx
Rebaked current imposters
Avoid overwriting existing imposter material properties, except baked maps
Fixed imposter shader cylindrical billboarding
Added custom mesh per imposter asset
Deprecated imposter instanced properties
Cave dwellers
Removed the super player regen
road/scrap tutorial completion
phrases
Further color tweaks. Made pines lighter
Removed specular from pines as a temp fix for incorrect fresnel
Douglas Fir / Pine color tweaks to match the new lightning
Rebaked billboards to match new colors
task list now displays a specific name for each tutorial section
Get a random username automatically on start so we'll get a unique userID
added pickles with chance of botulism
fixed tree minigame hints not showing, maybe
Pines and Douglas Firs / fixed roughness / added billboards to prefabs and rendered textures
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
Server setup and bootstrapping
more UI/modal shit.
more opportunity shit.
added a new Opportunity cash transaction type, gamble opportunity uses it
slightly smaller stone splat radius around forest rocks
dynamic stones spawn on stone splat
Tweaked clutter rock scales
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
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