199,311 Commits over 4,140 Days - 2.01cph!
Added cap base color override option to hair dye
Updated T joint thickness
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
Players drop items on collision
Don't toss item on collision
Dropped items in collision have velocity set to 0
PlayerObjectives IOE queue fix
More UI
Merge from custom scenarios branch
Added palceholder stunned vfx, removed animator from playermodel
Added animations folder (implement if there's time)
Merge from PlayerCollisions
Fixed ScenarioEditor snapshot texture copy creating texture of the correct size
Make held items use same physmat as players (was getting stuck on corners)
Fixed crash on DrawMeshInstanced by using an empty material block
Various form element things
Fixed bad path in ScenarioEditor/GetScenariosInfo snapshot path
Another scenario snapshot path fix
missing seed panel
fixed explosive information panel
player preview glow changes
Options toggle alignment fix
Various
Cranked up the hp regen until magic healing is added.
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now)
bandana bullet protection halved
headdress melee protection reduced by 20%
fully body armor values are displayed properly
implemented primitive box model
90 degree camera clicks now also bound to Q and E
map fixes for mod support
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Objectives data simplification
Editor UI
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
Added TribeWipedOut trigger
Added new built-in scenario "kill the fuckers" in which said fuckers must be killed
Scenario tempalates can override creation via prefab