122,296 Commits over 4,048 Days - 1.26cph!
generic glass texture tweak
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Caves - Cave spike pit only does damage when moving. Player does not take damage on entry anymore.
took some shine out of dark variant materials and removed backup materials from main
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dynamic grass and grass terrain splat brightness alignment
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)
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
Slightly increased wind params on new foliage to make it more dynamic at low wind strength
Tweaked wind params on tree and bush materials to prevent excessive bending
Water junk piles files and extras
Scientists will stop mid-burst firing if they lose target.
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
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)
updated sitting 360 shooting anim, added kneeling version test ( keeping head at same level)
server/client ifdefs
cargo heli event
protocol++
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Fixed icesheet decal movement