32,422 Commits over 4,048 Days - 0.33cph!
ch47 global network broadcast
chainsaw chain direction fixed
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Merge from reflection-probe-ex
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
Fixed pps2 copystd shader guid
Added essential pps2 taa shaders to graphics always include list
Added "storage" protocol version
Disabled client file cache (test)
Disabled postprocess stack v2 player define setter...
Patched postprocess stack v2 to work with -warnaserr
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Fixed animals getting stuck in water / along the shoreline.
Added client file cache corruption detection (+ automatic resolution)
ai.npc_enable 1 by default
Fixed warning Effect.Init - invalid entity.
Cleaned up ai related convars.
Scientist NPCs disabled by default due to server instability
squad load balance tweaks
Improvements and performance in Squad Manager.
Take Squad Manager off invoke and load balance it.
More on auto-balancing load balancers
Fixed some (legacy?) skins not being applied
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
slightly less health on scientist NPCs
fix for weird sprint/aiming thing
Junkpile scientists disabled by default.
Military tunnel scientists enabled by default.
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Added a bit of aimcone to m92 for AI.
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Small tweaks to junkpile scientist behaviour
Some fixes to old static prefabs - cosmetic/materials
Grass - terrain splat and dynamic grass colour adjustments to better match each other
Small behaviour tuning for Scientists when they have no cover in range and can't see who is shooting at them.
scientists have new loot tables
added spas-12 and incendiary rounds to airdrop
fixed bug where scientists had 100 health instead of 200
nailgun slightly higher rate of fire
Lower chainsaw pitch + volume tweaks
Chainsaw sound tweak (remove stray EQ)
scientists now spawn with spas12
Chainsaw sound playback polish
Testing potential fix for culling error