192,984 Commits over 4,049 Days - 1.99cph!
SAP costs 4 hqm instead of 8
SAR now has an hqm cost of 4
SMG HQM cost halved
Heavy plate move speed nerf very very slightly reduced
Heavy plate costs halved
longsleeve + tshirt cost 20 scrap to research (was 75), slightly higher radiation protection
long sword cost reduced
hv rocket cost reduced to almost 1/4 that of rocket
hv rocket damage reduced to 1/4 rocket
rocket lancher cost reduced
rocket launcher durability increased
hide armor costs reduced
ch47 health balance
ch47 damage effects
ch47 drops crate when killed (if it has one)
ch47 polish
Fixed super rare pooling NRE (maybe)
Properly clear prefab pool when disconnecting from server
Fixed util.DecalEx's scale arguments not working
Fixed util.DecalEx using inverted normal for non brush entities
delete old animation layer that was accidentally still playing
Fixed not being able to quit in spectate mode.
longsword cost reduced
HV rocket cost reduced
rocket launcher cost reduced
rocket launcher durability increased
targeting computer stackable
cctv stackable
binoculars researchable
Willow bush / custom vertex normal / fixed green vertex color / rebaked billboards
Tweaked the optimal range method a bit to hopefully avoid units being too close or too far from the target.
Reduced the range of some melee abilities.
corrected collision bounds after SetModelScale server->client
locked crate no longer accepts player items
vehicles no longer collide with ragdolls (sorry flash)
Checked over ragdoll prefabs
Fixed KOTH mode not ending at 1000
Moved FaceTarget call to SetDestination
Fixed potential NRE in HairDyeCollection
Unit debug panel shows if the view is facing target or not.
Logging for FaceTarget.
Various WIP fuckery with target facing.
Tweaked foliage displacement to mitigate zfighting + look more stomped
Made guides opaque when placing in water
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
fixed nickname not always showing on unit panel
Fixed client not updating the skydome references. (Black hole in sky bug)
Removed some (presumably unintentional) debug logs from auto turret
fixed wrong mod slot display in squad editor
decreased range on bear and wolf attacks
Compound breaking line of sight on main street
Added scaffoldings and tarpaulin awnings greybox
SetDestination follow mode constantly updates destination to fix attackers going to a position that the target is no longer at
Final pass on duplicate kill prevention on Scientists + minor cleanup
removed empty combat ability from Wolf
Wildlife NPC wip
New FX point 'root' for effects originating from the ground.
Save++ because Helk decided to commit all monuments
Network++
Hapis, Savas, Koth ch47 drop points
Added hostility mode to CandidateEntityFilter
Candidate filtering should now be able to apply type specific filtering to the relevant entities if filtering by type is disabled
Defensive AI filters by hostile status.
Added pool.debug to standalone builds (only works in development builds)
fixed logo opacity
updated unit panel now display proper info when hovering unit squad editor button
minor AH fix for laptop
added map marker to ch47 crate
Made defensive AI target filters evaluate more than one candidate so people might actually defend themselves now
hitting scientists also causes the heli to aggro
m249 AI balance