115,917 Commits over 3,959 Days - 1.22cph!
added _dark pubic varients. removed old hair textures and cleaned up folders.
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
rough pass at multiple players in vehicles
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Added high precision toggle to probex
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
temp added hair colour test heads to scene to check dye colours at runtime. tweaked dye colours to be more natural and set capmask colours. made style 2 shape more natural and added top layer of split strands to break up light. added new facial hair 01, balanced lighting on composite material
Access cards files - textures/models/prefabs
Extracted triangle walls from roof building blocks
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Fixed rand/biome tinting on core/foliage billboard to match main shader
tweaked chainsaw position when attacking
Removed BoneFollower (improved performance, better foundation for future features)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Fixed probex errors when switching server
Fixed probex on standalone build
Restored water probex reflections
Oaks / photoscanned bark / prefab settings / additional LOD levels / tundra variants
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Switched birch tree render lod scripts to tree lod
Probex broken on standalone build; temp reverting to alu refl
Added TOD cloud bilboard far shader replacement for single pass probex
Added water specific reflection probex w/ 1s update interval
Cleaned up probex shaders
Improved water shader to use PBS brdf on surface => albedo rgb+alpha, spec and smoothness now work properly
Improved reflection shader to use new probe instead of alu; relies on smoothness from ocean material
Updated ocean, lake and river materials for new PBS brdf and water surface transparency
ch47 global network broadcast
chainsaw chain direction fixed
ch47 destruction, impact damage, servergibs