201,010 Commits over 4,171 Days - 2.01cph!
Probably fixed issue with camera getting destroyed. (Buck bug)
Entity list search / flag filter
more tutorial integration
refresh entity list on manager add/remove
Cherry picking corpse NRE fix from Helk's branch
Senses resets threat scores for dead units
ThreatThresholdCondition tweak
tutorial played flag is now saved in player prefs, tutorial prompt no longer appears once you've declined tutorial or played it
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds
Polished beech tree textures and models
Tweaked a few vegetation material wind params for too much distortion or not enough motion
Agent persists installed modules (previously we assumed that creation and loading Effects would suffice, but this didn't account for modules installed from other systems, e.g. game events such as Animal Raid)
GameEvent is now a Definition
Added GameEvent console command (event.trigger)
Fixed icesheet decal movement
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Fixed problems with spawning vehicle.
server/client ifdefs
cargo heli event
protocol++
updated player boat sitting source
updated sitting 360 shooting anim, added kneeling version test ( keeping head at same level)
Fixed water depth mask on glcore (rowboat)
Fixed potential NRE in MaterialColorLerp (CLIENT-10EP)
Fixed potential number overflow in occlusion culling (CLIENT-10J2)
When a junkpile times out, ensure that the junkpile scientist(s) despawn with it.
Fixed potential argument exception in motion blur (CLIENT-2RSG)
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
Scientists will stop mid-burst firing if they lose target.
Water junk piles files and extras
Tweaked wind params on tree and bush materials to prevent excessive bending
Added a Convar to stop game mode launching
Slightly increased wind params on new foliage to make it more dynamic at low wind strength
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
buoyancy / water fixes for caves (eeek)
Distance consideration uses fallback fuckery now
deposit all interaction gets disabled upon finishing building construction
let's use the correct index in the loops in the entity destruction method
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