33,186 Commits over 4,109 Days - 0.34cph!
Added animal_ignore_food convar that default to true (server optimization).
Fixed water depth mask affecting shading on rowboat; updated water and rowboat prefabs
Updated Steamworks - servers rules queried directly instead of via Steam interop fake vtable bullshit
NPCs are less vulnerable as they spawn.
Slight improvement to spawn, reload and vulnerability for NPCs.
Slight tweak to npcs and mounted rotation.
Another small aim tweak to mounted NPCs.
Scientists should no longer hover at junkpiles.
player model mounted fixes
Fixed ice sheet interaction with water depth mask (and future others)
Fixed std shadergui scroll offset placement
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
NPCs should respect isMounted when they Resume.
Slightly better ground-hugging for junkpile NPCs.
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Consider entities out of bounds if they're lower than terrain zero level
Allow debug.callbacks on server too
Terrain sockets no longer count as inside terrain if outside the terrain bounds
updated wounded animation starting position, made current desired time range loop
Added simple runds.sh to Linux server (just to get people started)
Switched Debug Steam Callbacks to command line switch
Latest Steamworks (Linux Callback)
Fixed hapis lake materials
Fix weird head orientation when Scientists are mounted in a flying vehicle that's at an angle.
Scientists have a slightly wider range of motion when mounted.
Reduced Junkpile AI spawn chance (was higher for testing and profiling)
AI dormant false by default (for now)
Added "isMounted" column to aidebug_lookat.
Another pass over junkpile scientist hover prevention.
DM lootbox protection changes
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Fixed IsMounted unsetting bug.
Made mounted enemy range consideration more flexible.
Junkpiles no longer spawn on southern road overhang (Hapis)
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching