108,217 Commits over 3,867 Days - 1.17cph!
Increase icon sizes even more
Update item icons
Fixed rotation issue on a spike
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
▋▋▊▉▌ █▊▅ ▋▅▅▋ █▉▄, ▍▌▇▇▌▅▌▄, ▅▅▌▌▍▋▌▇▌ ▆▆▇ ▅█▊▄▊▌▅▄ ▇█▄▌▉▅▌
▍▆▅▅▉▌▋ ██▍ ▉▋▇ ▌▌▆▉▅▅▍█▆ ▆▋▄▄▌▋▋▄▍▇ ▋▌ ▍▄▋▅▋██▄▆ ▄▅▄▋ #▅▉▅▉▊█▆▇ ▋▄█▄█▄
▄▊▇▍ ▆▍ ▉▍▋█▇█ ▊██▍▅ ▊▄▆▊▅▊▉ ▇▌▉ ▉▅▄ ▇▅▆ ██▇▌▅▌
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
▊▆▆ ▅▍▊▋▅▉█▊▆ ▅█▊▋▄▄ ▇▅▌ ▇▋█▍▉▅▊▅ ▆▊▇█▆ ▊▄▌▆▋
▉▆▉ ▌▅▇▇▅ ▉▍▉▋▇ ▊▋ ▅▇█▋▅▇▉▅▍▆ ▌▆▋ ▌▋▊▌▋ ▇▌▌▇█▉▅
▊▇▊ ▋▉▉▆▊▋▅▇▊ ▄▄▇▍▅ (▊▊▇▄▉ ▇▋▇▊▄ ▄▌ ▌▌▌▌▊▉▍)
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
Fixed some road models not being on the world layer with the rest of the road content
Removed noise generator from old snow for perf.
Nixed X offset on snow emission
Testing out improved??? way of creating and storing group definitions
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
Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
▍█▆▋▇█▇ ▄▋▇▉▋ █▌▊▍▇ █▉█/▌▍▊▄
spike cost and protection tweaks
Some progress on enhanced collisions
Refactoring group creation methods
trophy - volumes, crafting cost, layers, cannot lock, ground watch
▋█▆▊▌▋▌ ▄▉▋ ▅▍▊ ▊▊▋▅▆▆▊ ▉▉ ▍▉▄▌ ▋▌▅ ▄▌▌▇▆▋▇▊▄ ▌▋▉█▍▊▆ ▄▉ ▍▄▇ ▄▇▊▉▅ ▆█▋ ▉▄▍▍▍█▌ ▇▊▇ ▍▇▄▅▇█▄▅▉▇▆ ▍▆ ▌▌▌ ▍▉▆▋▅█▌ ▍█
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
▅▉▅ ▍▉▅▉▉▅▊▍▊▉▄▉▌▍ █▅█ ▅▋██▋▍▆ ▄▇▊ ▋▄▅▅▊
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
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.