33,227 Commits over 4,109 Days - 0.34cph!
Nuked core/speedtree shaders
chainsaw work
spas12 sound adjustments
made separate animation for starting the chainsaw engine; fixed clipping issues with chainsaw anims
chainsaw loot tables and fuel logic
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make snowy bushes and grass snowy again
Reset some convar values changed during testing in editor.
code lock version of chinook crate, fbx, prefab. Original textures now include code lock too.
Junkpile navmesh fixes.
Improved scientist switch to tools behaviour.
Improved scientist navigation behaviour at junkpiles.
Don't cull tree billboards if tree quality is above 50
Switch to tree billboards sooner if tree quality is below 100
Refresh foliage grid when adjusting grass quality
Ceil tree and mesh quality convars at 200 (same as UI)
cherry picking overgrowth shader/material tweaks
chainsaw NRE fixes
chainsaw uses materialpropertyblock, animations work in third + first
Tweaked LOD distances on small trees
added / tweaked 3rd person chainsaw animations
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
third person chainsaw sounds
flare slightly more common in caves
incendiary shotgun shell fps improvement
spas12 fires slightly faster
Improved Scientist AI at junkpiles.
Junkpile A and G no longer carve.
Improved AI settings of M92.
Scientists can now enlist to the patrol route of a location when manually spawned.
Prevent NPCs from opening doors that has locks on them.
fix for chainsaw effects appearing active when deploying
fix for left click spam of chainsaw
Raised random tint color2 on pine mat
third person chainsaw particle effects
LODComponentParticleSystem ensures initilization now incase another script calls hide/show from OnEnable or Awake
Testing potential fix for culling error
Chainsaw sound playback polish
scientists now spawn with spas12
Chainsaw sound tweak (remove stray EQ)
Lower chainsaw pitch + volume tweaks
nailgun slightly higher rate of fire
scientists have new loot tables
added spas-12 and incendiary rounds to airdrop
fixed bug where scientists had 100 health instead of 200
Small behaviour tuning for Scientists when they have no cover in range and can't see who is shooting at them.
Grass - terrain splat and dynamic grass colour adjustments to better match each other
Some fixes to old static prefabs - cosmetic/materials
Small tweaks to junkpile scientist behaviour
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Added a bit of aimcone to m92 for AI.