32,240 Commits over 4,048 Days - 0.33cph!
updated generic sitting pose to avoid hands clipping
Minor flame turret exploit fix
Fixed flame turret mismatch deploy / ground watch layers
spazzy look dir fix attempt
Don't spawn bradley while still loading
Imposter is IClientComponent
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Run FileSystem_Warmup on dedicated servers
Fixed projectile particle systems no longer playing after being pooled
Added network extrapolation smoothing
Increased default network extrapolation time
Toned downn chromatic dispersion values in water materials
Fixed all fx prefabs with invalid sorting fudge values
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed DepthMask server compile error
Fixed potential edit-mode NRE in WindZoneEx
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Fixed some items never spawning in Savas Koth loot tables
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower
Added Sedan and CH47 spawns to Savas Koth
hollowed out the chinook's collision mesh ( server )
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Updated Savas Koth spawn locations
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Savas Koth startup NRE fix
Fixed shadow-related core/skin shader errors
ch47 protection added
removed debug.logs
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
updated chinook client collider
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Minor spawn fixes on Savas
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Added high precision toggle to probex
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again