127,159 Commits over 4,109 Days - 1.29cph!
hair style 5 lod0 and dye tests for it
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching
CH47 patrol ai
ch47 gunner scientist
m249 AI stats
Fixed procmap river uv stretching
Fixed server description showing as ???????
Map coordinates changed so letters are horizontal
Made map coords darker, so they stand out more
▅▋▋▉▄ ▋▊▆ ▍▋▋▌▌▇▄▅▊ ▋▌▋▇▇▋▅▊█
▅▅▇▄▅ ▄▌▆▋▍▆ ▇█▇▊ ▍▌█▌▍▄▌███ ▅▉▌▅▅█▊▅▉▊ ▄▇▄▅█▇▄█▇▄▉▆ (▄▌▉▉█▍▅▋ ▆▊ ▍▊▄█▍▅▊, █▊▅▍▊▉ ▉▋▇█ ▊▍█▅▇▌▌▉▄▊_▉▄▋▄▋█▇██▅ ▄)
Some tweaks to mounted scientists.
Scientist hostility when mounted to a ch47.
Added dir adherence control over height blend
Lowered maximum globals 2-2 on wind prefab
Updated shadergui for rust/std shaders and copy/paste for core set
Cherry picking corpse NRE fix from Helk's branch
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Polished beech tree textures and models
Tweaked a few vegetation material wind params for too much distortion or not enough motion
Fixed icesheet decal movement
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
server/client ifdefs
cargo heli event
protocol++
updated sitting 360 shooting anim, added kneeling version test ( keeping head at same level)
Fixed water depth mask on glcore (rowboat)
Fixed potential NRE in MaterialColorLerp (CLIENT-10EP)
Fixed potential number overflow in occlusion culling (CLIENT-10J2)
When a junkpile times out, ensure that the junkpile scientist(s) despawn with it.
Fixed potential argument exception in motion blur (CLIENT-2RSG)
ch47 event spawning
boats no longer spawn directly in water (server perf)
boats use half as many buoyancy points (server perf)
slightly less boats spawning
Scientists will stop mid-burst firing if they lose target.
Water junk piles files and extras
Tweaked wind params on tree and bush materials to prevent excessive bending
Slightly increased wind params on new foliage to make it more dynamic at low wind strength
added hairstyle 5 lods and hat morphs, added for both genders and all races. tweaked materials a lot. Fixed broken alpha channel on strands diffuse. Set capmasks up to not be huge filesize, tweaked eyebrows to be a bit less shiny and body hair to be more colourful
buoyancy / water fixes for caves (eeek)
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
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
Fixed skin shader hair caps normal calc
weird angle temp fix (maybe)
Changed particle lighting to ignore main lights when inside or underground
Touched relevant shaders
merge from main/mix-finalization