199,294 Commits over 4,140 Days - 2.01cph!
m249 ai balance
extra scientist at ch47 rear
ch47 scientists become unhostile after 2 minutes of not receiving fire
hitting scientists also causes the heli to aggro
m249 AI balance
Made defensive AI target filters evaluate more than one candidate so people might actually defend themselves now
minor AH fix for laptop
added map marker to ch47 crate
fixed logo opacity
updated unit panel now display proper info when hovering unit squad editor button
Added pool.debug to standalone builds (only works in development builds)
Added hostility mode to CandidateEntityFilter
Candidate filtering should now be able to apply type specific filtering to the relevant entities if filtering by type is disabled
Defensive AI filters by hostile status.
Hapis, Savas, Koth ch47 drop points
Save++ because Helk decided to commit all monuments
Network++
Wildlife NPC wip
New FX point 'root' for effects originating from the ground.
removed empty combat ability from Wolf
Final pass on duplicate kill prevention on Scientists + minor cleanup
SetDestination follow mode constantly updates destination to fix attackers going to a position that the target is no longer at
Compound breaking line of sight on main street
Added scaffoldings and tarpaulin awnings greybox
decreased range on bear and wolf attacks
fixed wrong mod slot display in squad editor
Removed some (presumably unintentional) debug logs from auto turret
Fixed client not updating the skydome references. (Black hole in sky bug)
fixed nickname not always showing on unit panel
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
Made guides opaque when placing in water
Tweaked foliage displacement to mitigate zfighting + look more stomped
Unit debug panel shows if the view is facing target or not.
Logging for FaceTarget.
Various WIP fuckery with target facing.
Fixed potential NRE in HairDyeCollection
Moved FaceTarget call to SetDestination
Fixed KOTH mode not ending at 1000
Checked over ragdoll prefabs
locked crate no longer accepts player items
vehicles no longer collide with ragdolls (sorry flash)
corrected collision bounds after SetModelScale server->client
Tweaked the optimal range method a bit to hopefully avoid units being too close or too far from the target.
Reduced the range of some melee abilities.
Willow bush / custom vertex normal / fixed green vertex color / rebaked billboards
longsword cost reduced
HV rocket cost reduced
rocket launcher cost reduced
rocket launcher durability increased
targeting computer stackable
cctv stackable
binoculars researchable
Fixed not being able to quit in spectate mode.
delete old animation layer that was accidentally still playing
Fixed util.DecalEx's scale arguments not working
Fixed util.DecalEx using inverted normal for non brush entities
Properly clear prefab pool when disconnecting from server
Fixed super rare pooling NRE (maybe)