127,944 Commits over 4,109 Days - 1.30cph!
Polished beech tree textures and models
Tweaked a few vegetation material wind params for too much distortion or not enough motion
Fixed icesheet decal movement
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
server/client ifdefs
cargo heli event
protocol++
updated sitting 360 shooting anim, added kneeling version test ( keeping head at same level)
Fixed water depth mask on glcore (rowboat)
Fixed potential NRE in MaterialColorLerp (CLIENT-10EP)
Fixed potential number overflow in occlusion culling (CLIENT-10J2)
When a junkpile times out, ensure that the junkpile scientist(s) despawn with it.
Fixed potential argument exception in motion blur (CLIENT-2RSG)
ch47 event spawning
boats no longer spawn directly in water (server perf)
boats use half as many buoyancy points (server perf)
slightly less boats spawning
Scientists will stop mid-burst firing if they lose target.
Water junk piles files and extras
Tweaked wind params on tree and bush materials to prevent excessive bending
Slightly increased wind params on new foliage to make it more dynamic at low wind strength
added hairstyle 5 lods and hat morphs, added for both genders and all races. tweaked materials a lot. Fixed broken alpha channel on strands diffuse. Set capmasks up to not be huge filesize, tweaked eyebrows to be a bit less shiny and body hair to be more colourful
buoyancy / water fixes for caves (eeek)
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
Fixed skin shader hair caps normal calc
weird angle temp fix (maybe)
Changed particle lighting to ignore main lights when inside or underground
Touched relevant shaders
merge from main/mix-finalization
water junkpiles
LOS checks now include vehicle_movement
missing icons
rebuilt sound lengths
protocol++
Temperate and Arid day LUTs less saturated
Camera Eye Adaptation effect is weaker
dynamic grass and grass terrain splat brightness alignment
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took some shine out of dark variant materials and removed backup materials from main
Caves - Cave spike pit only does damage when moving. Player does not take damage on entry anymore.
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