192,983 Commits over 4,049 Days - 1.99cph!
Re-exposed min/max counts for loot
Fixed procmap river uv stretching
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
CH47 patrol ai
ch47 gunner scientist
m249 AI stats
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Separate testing script for testing game mode
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching
Added crown icon to KotH building on the map
Fix NRE when on motor when clients connect by adjusting init order
hair style 5 lod0 and dye tests for it
ch47 ai
fix for AI not respecting mount type weapon restrictions
Fixed vertex colour on dead beech trees
Beech tree wind material settings
Oak trees wind material settings
Brich trees material wind settings
Douglas firs / tweaked vertex colour / tweaked wind material settings
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
weather system lazy init in Update
Junkpiles no longer spawn on southern road overhang (Hapis)
Made mounted enemy range consideration more flexible.
Fixed IsMounted unsetting bug.
smoother altitude changes
baseplayer nre fix
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DM lootbox protection changes
Pines / fixed vertex colour issues / tweaked material wind settings
serverside bone manipulation works on players
Removed red maple bare tree assets (unused)
ScriptedEntityType will now work equally on all entity types
Added navmesh.GetGroundHeight( pos ) = float height, Vector normal
Added engine.TickCount()
GitSync:
* Fixed Paint tool's reload not removing the duplicator entity modifiers
* IsValid micro optimisation
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them