111,286 Commits over 3,928 Days - 1.18cph!
Slightly moved chillzone decal to prevent z-flickering / disabled shadow casting on the decal
Fix sound modulation application stomping distant volumes the first frame a sound is played
Merge from main (final, hopefully)
rebuilt male_facial_hairstyle_04 with new vertex colour, morphs and skinning
Reverted Flare cost reduction
Removed Flare from compound vending machine
Only one player can use recycler at once fix
Switched SSAO back to gbuffer normals; fix for liney vm occlusion and over-darken vegetation
flare cost reduced (less gp from recycle)
Cannot loot other player corpses / sleepers / bags inside safe zones
Merge from save162 (another staging server wipe, sorry guys)
Added terrain anchors to compound monument
no longer mark hostile when suiciding in safe zone
Local player footsteps are quieter than other players
Boat sounds
Chainsaw sounds
Misc sound polish & mix tweaks
Fixed underwater decor maximum crate population exceeding spawn positions available
looting wounded or sleeping players in safe zone marks you as hostile
one last sentry near chill zone
Improvements to Scientists vs dead people and targeting/shooting.
barrels and animals no longer trigger player as hostile
hostile warnings are cleared after switching servers
dive site crates now are visible (oops)
dive site crates save behavior fixed
looting your own corpse no longer marks you as hostile
suiciding in compound no longer marks you as hostile
looting backpacks now marks you as hostile (except your own)
fixed startup errors
fixed exploitey areas of compound
added more external compound turrets
fixed chill zone tables/bbq being stealable
more hobo barrels on compound for night lights
protocol++
Safety check around AI context's position entity to ensure it's not destroyed.
Disabled chair detection in NPCs.
619 fbx meta file auto updates
PresetManager, whatever that is
Tweaks to creepy look at behaviour in Scientists at Compound.
Stationary scientists at Compound looks at players if they get close enough.
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Updated monument navmesh in Compound scnene (no scene2prefab).
Another monument navmesh tweak at Compound (last one)
Tweaked last known position movement AI.
hair fuzz and material changes from hair_caps
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Geiger Counter optimization
Update Compound scene with new monument navmesh settings.
Fixed monument navmesh on Compound
Socket_Base shit is done in DoPrepare instead of OnValidate
Fixed error as warning msg.