110,897 Commits over 3,897 Days - 1.19cph!
Cherry picked 24618: core/foliage valpha ao
Douglas fir update / Added pine trees
Added edge masking control to foliage shader
Cleaned up shaders using masking control
more damage mask polish, damage increment is more linear
Added dual layer skin shader for testing
fixed scientist loot drops
scientists have different colored hazmat suit
Fixed wood shutters, fence gate and high external walls occludees
Fixed hinged doors occludees
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Road grass decor aligns to normal
Fixed stars being occluded by atmosphere fog at night
Slightly darker sky at midnight
damage texture albedo, masks polish
Weather (currently only fog) is randomized every 18 hours, fades over 6 hours
Fixed washed out sky around noon in temperate and arid biomes
Network++
wood/stone/metal tier atlas mask for damage + material tweaks
Subtracting AI behaviour
24668,
24684 (performance issues)
Fixed building ID regression on newly created buildings (changeset 24670)
Merged in from ai behaviour 3.
Some more scientist fixes.
Facepunch.Steamworks meta files
Throw exception and fail the build when skinnable item name is incorrect
Fixed small build log typo
Gibbable.DoPrepare error message tweaks
Moved xmas event meta file
Deleted ocean clutter prefabs (unused)
Fixed layer on elevator volumes
Optimized elevator volumes (server perf)
top tier atlas mask for damage + material tweaks
Any entity can use sockets, not just building blocks (presumably breaking everything)
twig tier atlas mask for damage + material tweaks
Another stab at scientists
Scene2Prefab military tunnel
Merged back in ai behaviour stuff.
Optimized/fixed coverpoints
Subtracting ai behaviour
24661 24660
24659 (Server instability)
more robust against NRE in ai behaviour.