125,006 Commits over 4,171 Days - 1.25cph!
Fixed terrain anchors on prefab rock formations
Tweaked sizes of the beech trees / moved certain tree species into different folders for more consistency
Changed ground texture inside deciduous forests to grass
Added deciduous forests around lakes
vehicleAimYaw param added to player animator
Replaced boat passenger pose with shooting 360 test anim
set sitting state speed to 0, check cycleOffset flag, param set to vehicleAimYaw
Fixed missing material from Hapis rivers and lakes
Fixed natural bridge being on the wrong layer
Forestside topology next to deciduous forests also uses grass terrain texture instead of forest terrain texture
Include more data in the checksum now that the mismatch should be fixed
Fix weird head orientation when Scientists are mounted in a flying vehicle that's at an angle.
Scientists have a slightly wider range of motion when mounted.
ch47 altitude management and steering overhaul
Reduced Junkpile AI spawn chance (was higher for testing and profiling)
AI dormant false by default (for now)
Added "isMounted" column to aidebug_lookat.
Another pass over junkpile scientist hover prevention.
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them
Removed red maple bare tree assets (unused)
Pines / fixed vertex colour issues / tweaked material wind settings
DM lootbox protection changes
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smoother altitude changes
baseplayer nre fix
Fixed IsMounted unsetting bug.
Made mounted enemy range consideration more flexible.
Junkpiles no longer spawn on southern road overhang (Hapis)
Douglas firs / tweaked vertex colour / tweaked wind material settings
Brich trees material wind settings
Oak trees wind material settings
Beech tree wind material settings
Fixed vertex colour on dead beech trees
ch47 ai
fix for AI not respecting mount type weapon restrictions
hair style 5 lod0 and dye tests for it
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching