127,863 Commits over 4,109 Days - 1.30cph!
Mining quarry_a dressing and overgrowth / fixed watchtowers overalpping with bus stops
Larger prevent build volume at tunnel entrance / exit (Hapis)
Quarry cave exploit fix (Hapis)
Slightly less loot at Refinery (Hapis)
Site A tunnel floor fix (Hapis)
Trees are now culling occludees
Increased culling grid granularity to 100m
Changed health of 1/3 wall to same as other walls
Fixed Barren startup error
Updated road physic material
Log error when baking terrain heightmap while the terrain is on the wrong layer
Mining quarries polish and tweaks / added more prevent building volumes
junkyard - tweaks to container bridge walls
Mining quarry_a added additional prevent bulding volume
More work on AI behaviour.
Fixed hiz downscale causing some false negatives
Added hiz downscale path for odd sized mips
Added min velocity to reprojection clip for stability
Lots of new on/off/ignite/extinguish sounds for deployables
Lots of new active/burning loops for deployables
Open/close sounds for a few deployables
New sounds for searchlight movement
Refinery stairs fix (Hapis)
majority of upkeep completed
Merged in quarry fixes
Network++
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Stripped P2P stuff
Player voice chat is done via the server
Network Protocol ++
Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
Can no longer connect two buildings if both have a cupboard
Fixed invisible colider in harbor_1
Fixed invisible colider in harbor_1
Can no longer stack wall frames with 0.5 vertical offset
Northern cliff side road loot spawns (Hapis)
Ice sheets / fixed visual issues at very low graphical settings
Work continues on AI Behaviour.
Fixed particle systems being affected by culling
Made culling lod selection more conservative to fix edge cases
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Fixed potential NRE in worldmodel outline
Marked dropped rug and bear rug as dynamic occludees
Subtracting
24349 (deployable sounds)
Added soft particle fade support to particles/water drop