125,006 Commits over 4,171 Days - 1.25cph!
Fixed std shadergui scroll offset placement
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
NPCs should respect isMounted when they Resume.
Slightly better ground-hugging for junkpile NPCs.
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Consider entities out of bounds if they're lower than terrain zero level
Allow debug.callbacks on server too
Terrain sockets no longer count as inside terrain if outside the terrain bounds
updated wounded animation starting position, made current desired time range loop
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
Added simple runds.sh to Linux server (just to get people started)
Stricter construction socket connect distance / angle to fix some minor glitches
Switched Debug Steam Callbacks to command line switch
Latest Steamworks (Linux Callback)
American beech trees / prefabs / LOD0 and LOD1 / textures and materials
American beech LODS/ prefabs and billboards
Added beech tree colliders / added beech tree autospawn prefabs
Beech trees / Removed blue channel from vertex color
Updated grass material defaults
Added "alt" topology to specify a second variant of a topology
Added deciduous forests to temperate biome
Fixed hapis lake materials
Snow pines / removed green vertex color from trunks
Fixed derped foliage displacement
Exposed max accum wind force magnitudes to windx manager
Touched relevant shaders
Added windx manager global scale controls for testing; editor-only
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)