201,583 Commits over 4,171 Days - 2.01cph!
Display dialog when there are missing references
Topology preferences, base BasePathFinder.GetBestRoamPosition implementation samples topology.
Supply drop v2
lods and collision
material update
prefab update
Site A bunkers & sewers and more.
Removing old junkyard mounds files
Junkyard v2 new mounds meshes/colliders/prefabs
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Lighthouse 2 & surroundings rework
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Added support for "dof_mode 2" that sets the focal distance based on distance from the camera to the parented entity, dof_focus_dist is still used and treated as an offset
Added a new "graphics.dof_focus_target" convar that overrides which target the new mode uses for it's distance calculation
Test map edit, add test sedans on railway
Improved train speed control
Going back to kinematic track movement
Trying something with velocity
Merge from camera_recording
Merge from demo_toggle_nvg
Fix NRE when a player changes clothing in a demo
Fixed not being able to record multiple camera animations in a single demo session
startRecordingCamera will now fail if a name isn't provided
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Arctic biome foliage material adjustments / normal intensity tweaks
Basic variant + shader LOD variants
improved small oil refinery placement on sloped terrain
Increased normal scale range to 12
More foliage material tweaks
Improved cactus materials
Added basic support for bone followers on "anim" type SENTs - Entity.CreateBoneFollowers, Entity.UpdateBoneFollowers, Entity.DestroyBoneFollowers (All serverside only)
"anim" type sents will render their physics object with vcollide_wireframe if there exists one clientside (yellow for clientside physobj, green for model index vcollide)
Quality settings (shader LODs) matching up perfectly
renderfx is copied to clientside ragdolls like it is for serverside ragdolls
Fixed console spam from the Paint tool
Arid foliage material and texture tweaks
Added foliage normal scale based on thickness map
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AI Memory/senses respect ConVar.AI.ignoreplayers.
Flee/move/roam states set movement seped percentages.