121,138 Commits over 4,018 Days - 1.26cph!
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)
Oak trees / meshes / textures / LOD's / prefabs
Viewmodel Clothing fbx files
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type
Optimized material property desc using shader property ID instead of name; adjusted material copy
ai.npc_enable 1 by default
Fixed warning Effect.Init - invalid entity.
Cleaned up ai related convars.
First working version of hair cap mask assignment
Enabled hair caps on all relevant skin materials
Added new PlayerModelHairCaps component to head, torso and legs
Tweaked player model rebuild material property block handling
Default npc spawn settings
Refactored squad management in an effort to combat stalling issue.
Misc smaller improvements to ai.
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.