115,266 Commits over 3,959 Days - 1.21cph!
Beech trees / Removed blue channel from vertex color
Added beech tree colliders / added beech tree autospawn prefabs
American beech LODS/ prefabs and billboards
American beech trees / prefabs / LOD0 and LOD1 / textures and materials
Latest Steamworks (Linux Callback)
Switched Debug Steam Callbacks to command line switch
Stricter construction socket connect distance / angle to fix some minor glitches
Added simple runds.sh to Linux server (just to get people started)
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
updated wounded animation starting position, made current desired time range loop
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Allow debug.callbacks on server too
Consider entities out of bounds if they're lower than terrain zero level
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Slightly better ground-hugging for junkpile NPCs.
NPCs should respect isMounted when they Resume.
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
Fixed std shadergui scroll offset placement
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test
Fixed ice sheet interaction with water depth mask (and future others)
player model mounted fixes
Fixed checksum mismatch on certain seeds
Scientists should no longer hover at junkpiles.
Another small aim tweak to mounted NPCs.
Slight tweak to npcs and mounted rotation.
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
modular greybox pass - refining routes
Removed some rocks from water treatment plant that were placed outside of the terrain blend map