31,256 Commits over 3,959 Days - 0.33cph!
Temperate and Arid day LUTs less saturated
Camera Eye Adaptation effect is weaker
rebuilt sound lengths
protocol++
water junkpiles
LOS checks now include vehicle_movement
missing icons
merge from main/mix-finalization
Changed particle lighting to ignore main lights when inside or underground
Touched relevant shaders
weird angle temp fix (maybe)
Fixed skin shader hair caps normal calc
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
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
buoyancy / water fixes for caves (eeek)
Water junk piles files and extras
Scientists will stop mid-burst firing if they lose target.
Fixed potential argument exception in motion blur (CLIENT-2RSG)
When a junkpile times out, ensure that the junkpile scientist(s) despawn with it.
Fixed potential number overflow in occlusion culling (CLIENT-10J2)
Fixed potential NRE in MaterialColorLerp (CLIENT-10EP)
Fixed water depth mask on glcore (rowboat)
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Cherry picking corpse NRE fix from Helk's branch
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Map coordinates changed so letters are horizontal
Made map coords darker, so they stand out more
Fixed server description showing as ???????
Fixed procmap river uv stretching
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching
Junkpiles no longer spawn on southern road overhang (Hapis)
Made mounted enemy range consideration more flexible.
Fixed IsMounted unsetting bug.
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DM lootbox protection changes
Added "isMounted" column to aidebug_lookat.
Another pass over junkpile scientist hover prevention.
Reduced Junkpile AI spawn chance (was higher for testing and profiling)
AI dormant false by default (for now)
Scientists have a slightly wider range of motion when mounted.
Fix weird head orientation when Scientists are mounted in a flying vehicle that's at an angle.
Fixed hapis lake materials
Latest Steamworks (Linux Callback)
Switched Debug Steam Callbacks to command line switch
Added simple runds.sh to Linux server (just to get people started)
updated wounded animation starting position, made current desired time range loop