199,311 Commits over 4,140 Days - 2.01cph!
fixed clipping on pickaxe vm throw
Tutorial & task UI cleanup
Fixed rocket launcher description been slighty wrong
Test lower floors to align wall points
Improved packed texture compression; less artifacts on mixed/swizzled maps
Fixed order on 32bit image load to texture
Fixed terrain texturing error when height map is not available
Various tutorial/task widget fuckery
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
Re-wrote tutorial UI widget to use paging for tasks, only shows a single task at at time
Merge from texture packing
fixed effects not playing in the right position for several viewmodels
Added LOD chain models to ore stages 2 to 4
Further improvements to navmesh grid and spawning.
Reverting to legacy EAC API due to server authentication issues
Network++
More navmesh and agent spawn tweaks
Change LOD Bias from 5 to 1
Edit default config to also set LODBias to 1
tweaked the ak47 fire ADS animation
Tutorial UI stuff, modal WIP
Chimney prefab supports LODs
Added normal map support to the building shader for Paul
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Fixed corpses not attaching to a spit on load if they were cooking when saved
Put LOD bias back up from 1 to 4. The whole game seems pretty geared towards to the LOD multiplier that was set
Merge Pawn Shop into Main!
Reduced pawn shop payout from 75% to 50% - Mainly because it generally means less inventory-filling cash values.
Fixed ProcessedBy not being set correctly on loaded corpses
Exposed a CanBurn flag to CookCookable
Spit cooking process will now detach the corpse once the cooking is done