127,944 Commits over 4,109 Days - 1.30cph!
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
CH47 patrol ai
ch47 gunner scientist
m249 AI stats
Fixed procmap river uv stretching
Fixed server description showing as ???????
Map coordinates changed so letters are horizontal
Made map coords darker, so they stand out more
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Some tweaks to mounted scientists.
Scientist hostility when mounted to a ch47.
Added dir adherence control over height blend
Lowered maximum globals 2-2 on wind prefab
Updated shadergui for rust/std shaders and copy/paste for core set
Cherry picking corpse NRE fix from Helk's branch
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds