116,145 Commits over 3,959 Days - 1.22cph!
Refactoring group creation methods
trophy - volumes, crafting cost, layers, cannot lock, ground watch
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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
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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.
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)
small StateStatus refactor, now allows for Running and Finished
Tidied up job handling slightly, improved job dependencies.
Reverting rain max collision shapes (changeset 55163)
Reduced rain max lifetime (fixes perf issue in certain conditions where rain drops fall very far, fixes rain drops sometimes falling through bases due to max collider shape limit)
BasePathfinder roam positions, test roam state, navigator improvements
state change event refactor
Rust 2020 Halloween logo
Updated menu UI
Increased rain max collision shapes since it was raining into bases in some locations (potentially an issue from the faster speed?)
Merge from skin_load_hich
applied yesterdays memory bank shelved changes
Stables buildings progress
Stables scenes dressing
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