200,729 Commits over 4,171 Days - 2.01cph!
SetDestination follow mode constantly updates destination to fix attackers going to a position that the target is no longer at
Compound breaking line of sight on main street
Added scaffoldings and tarpaulin awnings greybox
decreased range on bear and wolf attacks
fixed wrong mod slot display in squad editor
Removed some (presumably unintentional) debug logs from auto turret
Fixed client not updating the skydome references. (Black hole in sky bug)
fixed nickname not always showing on unit panel
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
Made guides opaque when placing in water
Tweaked foliage displacement to mitigate zfighting + look more stomped
Unit debug panel shows if the view is facing target or not.
Logging for FaceTarget.
Various WIP fuckery with target facing.
Fixed potential NRE in HairDyeCollection
Moved FaceTarget call to SetDestination
Fixed KOTH mode not ending at 1000
Checked over ragdoll prefabs
locked crate no longer accepts player items
vehicles no longer collide with ragdolls (sorry flash)
corrected collision bounds after SetModelScale server->client
Tweaked the optimal range method a bit to hopefully avoid units being too close or too far from the target.
Reduced the range of some melee abilities.
Willow bush / custom vertex normal / fixed green vertex color / rebaked billboards
longsword cost reduced
HV rocket cost reduced
rocket launcher cost reduced
rocket launcher durability increased
targeting computer stackable
cctv stackable
binoculars researchable
Fixed not being able to quit in spectate mode.
delete old animation layer that was accidentally still playing
Fixed util.DecalEx's scale arguments not working
Fixed util.DecalEx using inverted normal for non brush entities
Properly clear prefab pool when disconnecting from server
Fixed super rare pooling NRE (maybe)
SAP costs 4 hqm instead of 8
SAR now has an hqm cost of 4
SMG HQM cost halved
Heavy plate move speed nerf very very slightly reduced
Heavy plate costs halved
longsleeve + tshirt cost 20 scrap to research (was 75), slightly higher radiation protection
long sword cost reduced
hv rocket cost reduced to almost 1/4 that of rocket
hv rocket damage reduced to 1/4 rocket
rocket lancher cost reduced
rocket launcher durability increased
hide armor costs reduced
ch47 health balance
ch47 damage effects
ch47 drops crate when killed (if it has one)
ch47 polish
less junk in elite crates and airdrops
AK47 more random recoil
AK47 HIP FIRE ONLY has more aimcone ONLY HIP FIRE RELAX
SpawnSingle now NPCSpawner, does NPC stuff (factions, roam range, settlement assignment etc). SpawnGroup cleaned up and not intended for NPC spawning
Updated Savas spawns to use the new types
hacked crate landing effect
ch47 is hostile while orbiting
spawnpoint gizmo supports npc mesh renderers
phrases
manifest
skin approval
random seed for server created projectile effects (scientists shooting)
added 'swap seats' command to options menu (default = x)
Refactored the respawning system for game modes. Respawn wait and death screen messages are now supported in the base class, instead of relying on each game mode to implement them correctly on its own.
merchant progress
tooltip fixes
Tooltip lives in UI Scene so it can be used by other screens besides UIInventory