194,447 Commits over 4,079 Days - 1.99cph!
fixed the shadow caster source for the dredge body prefab
LOD distance tweaks to swamp cabins
a few fixes and placement polish
Properly handling switching between scaling modes and sizes.
Removed trees that were spawning in the wrong positions in some monuments
First commit of Citizen V2 source files
Swamp cabins final models/prefabs
Updated scenes
Tweaked splat overlays in arid and arctic to reduce texture repetition
Slightly darkened sand in arid to make bushes stand out less in the distance
Made forest splat in arid slightly darker because it was standing out too much
Palm tree bilboard material tweaks
Arid foliage billboard tweaks
Made ground foliage slightly darker in arid
Disable the "not full servers first, then only empty servers" hack now that the limit for master server response count was raised to 10k
Screen.width doesn't always return the width of the screen. Unity.
Fixed GetTouchTrace() crashing the game when the entity in the cached trace result no longer exists
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Implemented ENT:OnTakeDamage for nextbots
Plugin updates, debugging
Satellite dish road fixes
Cherry-pick my modular car terrain detection work
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Terrain handler now detects physic collider type on the "Default" layer. Refactored surface detection in the terrain handler. Add new handling to modular car physics for frictionless terrain.
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Fixed incorrect spine processing when injured
crane magnet - updated skeleton
Billboard material tweaks
BaseNavigator can now reduce max speed if a health threshold is specified.
Animal max speeds capped when < 10% health.
Updated plugin integration
Temperate bush billboards
animals only sleep when there has been no recent threat
chance and healthbelow AI events now tick at fast instead of very fast.
added TimeSinceThreat ai event/ui/prefabs.