115,257 Commits over 3,959 Days - 1.21cph!
interactive garage door / wheel files backup
hollowed out the chinook's collision mesh ( server )
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Updated Savas Koth spawn locations
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Savas Koth startup NRE fix
Fixed shadow-related core/skin shader errors
ch47 protection added
removed debug.logs
a million mounted fixes, upside down vehicles, recoil etc
multiple seats for ch47 and sedan
added swapseat command
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
updated chinook client collider
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Security door files - textures/models/materials
created morphs and lods for facial hair 2 and set up in scene
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate
Minor spawn fixes on Savas
added _dark pubic varients. removed old hair textures and cleaned up folders.
added dark materials and short dark materials. added hairtest prefabs. tweaked dyeset colours and settings. added lods and morph targets to facial hair style 1
rough pass at multiple players in vehicles
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Added high precision toggle to probex
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again