108,295 Commits over 3,867 Days - 1.17cph!
Added distance fading to foliage shader
merge from /clothingfixes
merge from /Picture Frames
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moved speed/accel/turnspeed to BaseNavigator.
stats.
steam item checks - ready for Steam setup
Disabled async Steam callbacks, tick them on the main thread instead
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Ground plants translucency tweaks
fixed allowing deployment of water purifier inside cauldron
Created better trail connections to excavator monument
Updated gravel piles
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allow deployment on repairbench
merge from codelock_backspace
merge from skull_spikes_pickup
merge from respawn_button_spacing
Added an option for phone booths to append their grid code to their name (eg. G4, C2) so we can place them at monuments that are placed multiple times (like gas stations and super markets)
Tuned PID values, removed wheel friction
Initial work on allowing real physics on the train while also keeping it on the track in normal conditions. Apply PID controller-style corrective forces
Basic AI control to fly to a position
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Add delete and backspace key support for code lock UI
Correctly calculate the end of the rail line
Fixed skull spike skins not being applied when picking up with hammer
Instead of updating the move distance for the front and rear train wheels independently, calculate just the front wheels and calculate the rear wheel position based on the distance between front and rear. Makes sure the front and rear wheel distance stays correct
Fixed death screen respawn button spacing when connecting to a server while dead
More Site A & surrounding areas
Site A area terrain iteration & broken prefab cleanup WIP
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Fixed cliffs SLOD material and prefabs
Fixed more prefab unlinked radtowns
Fixed wrong normals on cliff blending
Enabled UVmix, cliff LOD shader
fixed clipping on clothsash on female shoulder, and set up alpha cutout material on it
Biome tinting on cliffs, tidying up.
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Re-exported the overgrowth models with up facing vertex normals for grasses and custom normals for bushes