255,024 Commits over 3,990 Days - 2.66cph!
improved sabetrtooth locomotion animations
Only initialize door animators if required when leaving the pool
Added very placeholder shop instruction for quick build
Rebuilt prefabs
Military tunnels final models LODs
Bits
Made a CanSee node for behaviour designer which checks for LOS between two points
Booze burners now check for LOS to player before burning/damaging
Rooms?
Factory enemy ratios tweaked again
- Set factory room P enemy spawn budget to 0 as it's already evil enough
- Rebuilt prefabs
Merge from cs
16176 damage control branch
Added invulnerability duration upgrade
Fixed overlap issues
Fixed revz god rays
Entity destruction priority fix
Can set the port number from command line
Yet another notorious merge from main.
FOR FUCK SAKE playership (adding behavior tree for the cockpit)
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
Potential fix for atmospheric music cutting into event music
Some fixes to Unit Collections.
Added AI module for joining the largest collection
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
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Fixed the DataEditor slow startup
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
Added UnitCollection Blackboard key
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Added Scenes menu, to load common scenes in fewer clicks
Deferred entity destruction tweaks
Some changes for more accurate profiling
Fixed stupid things in DebugToolTab
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
Updated lighting prefab for monument scenes with latest camera / skydome
updates to player preview source anims