199,336 Commits over 4,140 Days - 2.01cph!
Removed red maple bare tree assets (unused)
serverside bone manipulation works on players
Pines / fixed vertex colour issues / tweaked material wind settings
DM lootbox protection changes
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smoother altitude changes
baseplayer nre fix
Fixed IsMounted unsetting bug.
Made mounted enemy range consideration more flexible.
Junkpiles no longer spawn on southern road overhang (Hapis)
weather system lazy init in Update
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
Douglas firs / tweaked vertex colour / tweaked wind material settings
Brich trees material wind settings
Oak trees wind material settings
Beech tree wind material settings
Fixed vertex colour on dead beech trees
ch47 ai
fix for AI not respecting mount type weapon restrictions
hair style 5 lod0 and dye tests for it
Fix NRE when on motor when clients connect by adjusting init order
Added crown icon to KotH building on the map
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching
Separate testing script for testing game mode
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
CH47 patrol ai
ch47 gunner scientist
m249 AI stats
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
Fixed procmap river uv stretching
Re-exposed min/max counts for loot
Fixed spectator target changes not working. Target doesn't need to be known by the server at all - made it all client-side.
+ spelling mistake fix.
Wind improvements.
Fixed more things that were breaking our ref probes.
Made bots deathmatch by default if they're not in a game mode they have a special case for. Can be useful for testing things with death/respawn. Fixed AI character targeting being able to target itself. Changed spectator to look straight down with no target.
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)