108,405 Commits over 3,867 Days - 1.17cph!
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position.
BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.
Refactored facing direction override support down from NPCPlayerNavigator to BaseNavigator.
BaseFollowPathState now sets navigator direction for look at points.
Changed candy materials to use standard shader so that we have no materials using forward opaque path
Added support for path reversing to AIMovePointPath and BaseFollowPath state.
Added support for waypoint look-at points to BaseFollowPath.
Allow deployable placement inside watch tower
Modified a few shaders so that all pass types are in the same order for all shader lods.
Support transparent / grabpasses correctly, correctly calculating spherical harmonics in world space.
merge from satchel_skin_split
Desert mini monuments pass
Removed Procmap road materials albedo tint (broke monument roads matching)
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Lower AO factor on rock formations materials, match shore wetness from cliffs
Shrunk rock formations' terrain splat set radius
S2P Stables to update materials
Fixed sand dunes material being funky
Sat Dish road goes off at an angle to avoid intersections
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Fix items losing their skin when their stack is split (eg. satchel charge skins)
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Loot & cover point pass
Terrain bug fixes
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Miltun surroundings splats
NetWrite rewrite to reduce overhead
Allow wielding items while siting on the sofa
profiling fix for GroawbleEntity.Server
twitch drop skin approval, updated revolver icon generation to remove clipping
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Use cached node lookups in TechTreeData
Upgrade to SQLite 3.34.0 (need someone else to build for macOS though)
More miltunnel surroundings
Facepunch.Sqlite changes to remove most allocations
Terrain around miltunnels
wip BaseFollowPath state and supporting functions for AIMovePointPath
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AIMovePointPath debug render fix
Converter copies over path nav mode.
Debug draw waypoint lookat points when an AIMovePointPath is selected.
More useful move/path point debug drawing.