111,245 Commits over 3,928 Days - 1.18cph!
Stop lerp script immediately when destroying a client entity
Removed the old hazmat from deathmatch loot table.
Added the new one.
Fixed possible NRE in LootSpawn
Disabled prefab info debug
Reduced max client side rock scale (allows stricter AH)
Keep last killer ID when switching servers
Adding no gravel/beam variants of rail tracks + prefabs
scene update
giant floodlights model, LODs, COL,Prefabs
Fixed suicide clearing the last attacker steam ID, removing it from the top of the hack report tool
eoka has a much tighter aimcone
skin approval + icons
manifest
Mix tweaks & sound distance tweaks
Can name shops up to 32 chars in length
Animal AI improvements
animals properly flee when stuck
animal attack range improvements
animal health increased
Another hack report player list ordering issue fix
Hack report player selection UI tweaks
Fixed hack report player list ordering issues
more mines, cliffs & vertical goodness
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
building parts colliders optimization and import setting corrections
simplification for armored and sheet metal wall type colliders
Test - navmesh generates 4x faster
AI has sight cone, can sneak up behind animals
AI properly runs out of stamina and flees until recharged
wolves/bears are more aggressive
boars/stags only attack when you get too close, then flee
chicken damage reduced
reduced AI popping up/down when walking on uneven surfaces
more westside & mine stuff
carpal tunnel cliff placement
Fixed error from
20341 on entities that have their model component on the root entity object
properly ignore hud setting for blackout overrlays ( scope / helmet / binoculars)
Added client entity pooling to animals, presumably fucking everything up in the process
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
Fixed camera clipping issues with vm crossbow anims