108,405 Commits over 3,867 Days - 1.17cph!
AIMovePoint now supports look-at points.
Added AIMovePointPath to handle patrol routes.
AI monument converter tool now handles patrol route conversion.
AI conversion tool now copies waypoints + waypoint data
Miltunnel surface progress.
Transform copypaste editor script.
Military tunnel broken prefab fix & facelift WIP
Finished the tjunction meshes
vm bow - fixed thumb clipping through glove meshes
Thompson vm - Fixed finger clipping on admire anim
Re-applied changes to scenes from main
Added HostileTargetsOnly flag + implementation to AIBrainSenses
NPC auto turrets ignore new scientists
converter tool replaces old ManualCoverPoint instances with AICoverPoint and copies direction etc over.
Backported some layout changes from cave_small_hard from main
Tweaked rock_flat albedo
more outpost test scene setup.
wip AI monument data conversion tool.
Caves terrain review + S2P
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Shore wetness reduced on cliffs (Reduces LOD2-LOD3 popping), albedo multiplier reduced on cliffs and terrain
car wrecks spawn on roadside, temperate and snow variants
added arid road grass clutter (was using temperate)
Added two new roadside junkpiles types (pickup and compact car) Roadside junkpile vehicles now have white paint to differentiate from roadside rusty cars (without loot in them)
Updated decor.v3
Fixed arid cliffs materials not having biome tint on anymore, tweaked arid rock splat tint to better match
Balanced LOD and SLOD cliffs atlases and rock08/terrain rock and stones albedo to better match
Lowered AO on LOD0 Temperate Cliffs to reduce popping
Cliffs LODing distances remap on baked LOD and SLOD (felt too close)
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Southwest of refinery refresh
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Added console.erroroverlay toggle convar.
Added support for most types of render pass in a slightly cleaner format.
Update Facepunch.Steamworks to fix swnet crash from last update
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Utils to categorize materials / shaders properly
merged from experimental changes
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