199,488 Commits over 4,140 Days - 2.01cph!
If the path is a ring road, don't include both ends as nodes in the possible pathing list. When two path points are in the exact same spot, the Bradley pathing code gets confused and starts propagating NaN through everything, breaking pathing behaviour.
Turn off DDraw lines by default
If a spherecast hits a collider inside the initial radius of the spherecast, it says the hit point is at the world origin, which is far from ideal. For Bradley obstacle avoidance, if the hit point is zero, replace it with hit.collider.ClosestPointOnBounds( obstacleRay.origin );
Add an indicator to the side of the compass when a team member places a ping outside of your current view
NMS menu background video
Fixed issues with trace hits at the ray origin
Fixed inverted turnLeft calculation
Can now ping while holding the binoculars, no need to zoom in
Minor Bradley obstacle avoidance tweaks
General Bradley obstacle avoidance improvements
Pings now fade out when they run out of time
Testing using two rays for Bradley obstacle avoidance. In the end, not really an improvement.
Improved how Bradley reverses out of being stuck on an obstacle
Increased length of text on map markers on the compass to 4 characters
Added LOD4 to the quarry deployable
Decrease opacity of background behind map marker text, should improve visibility on text markers on top of snow
merge from recycler_animated_v2
merge from stash_deploy_fix
merge from nuclear_missile_silo
fixed double loot spawn
fixed elite/diesel/keycard spawns
Quarry deployable prefab changes
Added LODs for the quarry deployable
Add explicit linking of corpses to their spawn groups
Don't use RequireComponent on QuadDecal - server doesn't like it as it wants to remove the DecalRecycle component
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thatched floor gibs read/write fix
merge from PlayerInventoryPropertiesBeltFix
merge from PlayerInventoryPropertiesBeltFix
Fixed some lod scaling issues
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
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Passing all vertex attributes
Fix stashes spawning visually buried into the ground (pooling issue)
Mark loot in train tunnels as 'tunnel' or 'tunnel_stop'
World space UV and camera near fade on parameter.