110,898 Commits over 3,897 Days - 1.19cph!
Fixed foliage tinting randomization
Merge from weekend_branch_6
Jack O Lantern can no longer be placed through walls
Jack O Lantern can be picked up
Jack O Lantern only accepts wood
Vending machine correctly destroyed if construction below no longer exists
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water_well_b mini monument backup
Pine trees mesh and texture polish
Only apply the LOS raycasts we have to apply for NPC senses.
Touch-ups on AI profiling
Adjusted scientist vision range (optimization).
Tweaked spawnpoints/coverpoints (optimization).
Fixed bug causing overhead in sample circle.
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arrowheads now show up in 3rd person
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
A couple more profiler hooks.
Some more profiler hooks for AI.
Profiler hooks to catch some AI overhead (navigation operator)
Reduced npc vision range (optimization)
commiting updated flare viewmodel into the main branch
merged scientists to main for testing
Fixed pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
Only enable client exception reporting on official servers
Fixed ArgumentException in bloom image effect
Fixed ArgumentException in bloom image effect
Potentially fixed NRE in Planner.DoBuild
Fixed outdated API usage in HttpImage
Potentially fixed InvalidOperationException in HttpImage
Fixed exception in Skin.FromFolder
Implemented network stream seek
water_well_b mini monument files prep
Increased junkpile spawn attempts
Potentially fixed UnityException in AsyncTextureLoad
water_well_a mini monument progress
Potentially fixed ArrayTypeMismatchException in HttpImage
Fixed NRE in BasePlayer.UpdateHolsterOffsets
Fixed NRE in CommunityEntity.AddUI
Junkpile spawn tweaks
Always show loot container health
Loadbalanced AI senses.
Misc ai behaviour tweaks.
Added static building part prefabs
water_well_a backup/progress