127,180 Commits over 4,109 Days - 1.29cph!
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Added high precision toggle to probex
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
rough pass at multiple players in vehicles
added dark materials and short dark materials. added hairtest prefabs. tweaked dyeset colours and settings. added lods and morph targets to facial hair style 1
added _dark pubic varients. removed old hair textures and cleaned up folders.
Minor spawn fixes on Savas
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate
created morphs and lods for facial hair 2 and set up in scene
Security door files - textures/models/materials
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
updated chinook client collider
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
a million mounted fixes, upside down vehicles, recoil etc
multiple seats for ch47 and sedan
added swapseat command
ch47 protection added
removed debug.logs
Fixed shadow-related core/skin shader errors
Savas Koth startup NRE fix
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Updated Savas Koth spawn locations
Fixed regression that sometimes made explosives invisible when attached to doors
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
hollowed out the chinook's collision mesh ( server )
interactive garage door / wheel files backup