110,897 Commits over 3,897 Days - 1.19cph!
skin approval
raid ability added back to arrows, but nerfed
Added base+biome tinting to core/foliage
Added copy/paste buttons to all core shader inspectors
created new hair cap material that blends with skin, and tweaking textures and mesh
removed raid ability from fire arrows (for now)
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Fixed UI.Options.KeyBind trying to change its name all the time
Fixed options being invisible until toggled when opening options tab in main menu
Finished pine trees LOD0 / added prefabs
Fixed "lock" game object on shopfront being on unnamed layer
Fixing a GameObjectRef (build warning)
Fixed moon brightness regression
Beancan grenade admire fix
Added core/skin (haircap-layer) shader
Updated hair shader inspector
water_well_a mini monument progress backup
Updated hair spec and rough property names + values on existing materials
Fixed inverted brightness in skin dual layer
added female pubic hair cap with shared skin/hair material to hair_caps branch
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water_well_a mini monument
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
Fog density no longer changes per biome (unfair advantage when looking in from a different biome)
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updated purple loot box model
fix for newly created key locks
added bone arrow - make plays
added fire arrow
sound updates from manifest (bundle setting)
fixed hv arrows not showing metal tip when deselecting viewmodel for the first time
New 1st person deploy sounds for a handful of items
Third person deploy sounds for most held entities
Fixed a few SoundPlayers that were missing sound refs
fixed ch47 rotorblade spin
fixed griefing players new to the game by spamming 1000 keylocks on boxes to raid them, now 1000000 combinations, sickos
key locks can always be opened by the person who placed it but you can still create keys to give to others
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Cache player building privilege once a second on the client (performance)
Added terrain anchor placement mode (minimize terrain error or minimize object offset)
Fixed junkpiles sometimes spawning partially on roads
Fixed junkpiles sometimes spawning in rather weird positions (too far above the terrain)
Skin dual layer: moved mask to uv2
Cherry picked all shader changes from main