111,142 Commits over 3,928 Days - 1.18cph!
Fixed shadow-related core/skin shader errors
ch47 protection added
removed debug.logs
a million mounted fixes, upside down vehicles, recoil etc
multiple seats for ch47 and sedan
added swapseat command
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
updated chinook client collider
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Security door files - textures/models/materials
created morphs and lods for facial hair 2 and set up in scene
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate
Minor spawn fixes on Savas
added _dark pubic varients. removed old hair textures and cleaned up folders.
added dark materials and short dark materials. added hairtest prefabs. tweaked dyeset colours and settings. added lods and morph targets to facial hair style 1
rough pass at multiple players in vehicles
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Added high precision toggle to probex
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
temp added hair colour test heads to scene to check dye colours at runtime. tweaked dye colours to be more natural and set capmask colours. made style 2 shape more natural and added top layer of split strands to break up light. added new facial hair 01, balanced lighting on composite material
Access cards files - textures/models/prefabs
Extracted triangle walls from roof building blocks
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Fixed rand/biome tinting on core/foliage billboard to match main shader