114,091 Commits over 3,959 Days - 1.20cph!
NPCs will now perform more expensive position sampling when they consider themselves stuck.
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python tier 2 wb
ladder hatch tier 2 wb/loot
Collider_legs correct name
fixed missing eyes on playermodel
Merge from skinupdates_2 (problematic meshes/colliders reverted)
Cherry picked shader changes from SkinUpdates_2
Cherry picked a few shader-related changesets from main
lootspawn will never produce duplicates
tweaked foot IK settings when crouched.
Added option opacity masking to core/generic shader
Fixed core/hair opacity clip in shadows
Fixed core/foliage animation on shadows
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lr300 fire rate increased 10%
lr300 skinnable
missing loot table changes
Additional hierarchy anchor points for seats, steering wheel, exhausts and mounted gun (yaw/pitch)
Cleaned up geometry to be a single mesh per module
Simplified colliders for all modules and chassis
fixed the foot IK rotation so it adjusts based on the slope of the surface
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
Two sided hanging sign & landscape picture frame unlocked if player has Steam item
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Fixed reflection related errors in glcore and vulkan
Playermodel and colliders use old LOD3 meshes
Default head uses old naming convention, updated skinsets.
greyboxed covered wagon modules (personnel transport)
Hapis Island exploit fixes
Twaked hair contact shadows
tweaking values on hair materials to work with non TSAA opacity clip settings
Added hair secondary opacity clip control for non-TAA
Item description updates and fixes
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fixed slight flickering when player lands from a jump
disable footIK when sleepign
optimized foot IK calculations
added console variables to disable foot IK
added code for foot planting IK
modified walk/run/sprint animations to look better with IK foot planting
Expanded exclude_renderers to exclude d3d9
Explicit excluded d3d9 target from hair shader
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
added radiosity bake to vertex colour channel on male_hairstyle_02
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
Forced bias fallback only for alpha
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)