192,975 Commits over 4,049 Days - 1.99cph!
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Fixed skin shader hair caps normal calc
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
trying out a new team unit generation method, now specify max number of mods allowed (range) per team in each division, then they get randomly distributed around the team members
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
let's use the correct index in the loops in the entity destruction method
deposit all interaction gets disabled upon finishing building construction
Distance consideration uses fallback fuckery now
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
Added a Convar to stop game mode launching
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)
updated player boat sitting source
server/client ifdefs
cargo heli event
protocol++
Fixed problems with spawning vehicle.
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Fixed icesheet decal movement
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)
Tweaked a few vegetation material wind params for too much distortion or not enough motion
Polished beech tree textures and models
Made PositionLerp more generic to eventually be usable in other projects
Extrapolation time on player entities is clamped to 0.1 seconds