474 Commits by 13 Authors. 9,393 files added, 1,104 deleted, 155 moved.
30 April 2018
Damian Lazarski
Updated underwater rock formation prefab and scene
Underwater rock formation test
Made compound emergency stairs wide to prevent the player from getting stuck/compound_monument
Maurino Berry
no throwing items while head is under water as they'd move at 1 foot/sec anyway adjusted underwater view distances
dive site loot balance 1/2
compile fixes additional divesites
divesites have a floating buoy marking their position
divesite_b
merge into main
merge from main/divingmerge
drowning damage increased gasp sound when taking drown damage updated divesite_a/divingmerge
Pål Trefall
Tweaks to peacekeeping AI./compound_monument
Scene2Prefab/compound_monument
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc)./compound_monument
Aggro logic improvements for Scientists./compound_monument
Scene2Prefab/compound_monument
First pass on cover points for Compound./compound_monument
Scene2Prefab/compound_monument
Stationary scientists also have interest points to look at when idle. Improved interest point usage when patrolling a route./compound_monument
André Straubmeier
Added WaterCheck + WaterCheckGenerator
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs/save161
Fixed possible monument prefab corruption when rebuilding manifest/save161
Added terrain margin meshes at the edge of the terrain mesh Valid world bounds also check against terrain margin dimensions
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Don't strip child objects when tagged as "persist" Fixed spinner wheel placement NRE (in editor?)
Combat log is delayed by 10 seconds (combatlogdelay convar)
Merge from building_system_3.2/save161
Merge from main/building_system_3.2
Merge from main/building_system_3.2
Alistair McFarlane
Updated Hapis spawns to include divesites
High external walls and gates decay much faster when placed outside of TC range
BBQ volume tweaks to prevent clipping through walls
Eoka desc update Diving suit typo fix Phrases
block players inputting items into APC crate
This commit has been marked private, so it is hidden
Alex Webster
Fixed issue with vm rock idle popping
29 April 2018
Maurino Berry
added basic divesite scuba gear spawns in tool crates protocol++
compound interactables only one user/compound_monument
added single user option for deployables (safezone recyclers etc) auto turrets only hit their desired target (anti grief) players no longer block autoturret line of sight (anti grief)/compound_monument
Matt Isaac
added wip hairstyle 06 and updated dyesets/hair_caps
28 April 2018
Pål Trefall
More progress on interest points for patrolling scientists./compound_monument
Revert event serialization in generic spawner./compound_monument
Maurino Berry
note fixes/compound_monument
27 April 2018
Maurino Berry
added safe zone to compound/compound_monument
reworked hostile system/compound_monument
hostile warning wip/compound_monument
Diogo Teixeira
Increased AO sample count to Medium
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This commit has been marked private, so it is hidden
Fixed editor-only compile error
Update ambient occlusion effect to AO2/GTAO
Pål Trefall
Started working on look at points for scientists. Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point./compound_monument
Fixed shared targets via scientist comm not considering hostility. Increased radio comm timers for compound scientists./compound_monument
Update hostile time markings if a scientist catch you with your gun out. Improved hostility detection based on hostility, defensiveness and hostile mark aggression./compound_monument
Improved hostility handling in Scientists./compound_monument
Scientists that spawn as non-hostile will now assume a relaxed pose upon spawn. Scientists following waypoint paths will now pause at the correct points of the patrol route./compound_monument
Vincent Mayeur
added compound rules sign files compound scene2prefab/compound_monument
big bag o fixes of the morning restricted access to roofs, only scientists there signs improved fixed fucked up material links on awnings/compound_monument
closed off railroad gate placed always on hobobarrel + extra spot on platform replaced temporary stairs to tower with final prefab scene2prefab compound/compound_monument
cherrypicking garage doors from puzzles/compound_monument
taylorreynolds
Added detail layer to hoodie material Added UV2 for detail layer to hoodie Added knitted fabric detail textures
Turned shadows off for all viewmodel clothing
Added wetsuit viewmodel Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
André Straubmeier
Removed leftover support sockets from roof/building_system_3.2
Alistair McFarlane
Minor Savas fixes Fixed some broken Hapis map sounds/hapis_tweaks_5
SavasIsland offshore tweaks/hapis_tweaks_5
26 April 2018
Maurino Berry
added always on hobo barrel fixed audio on awnings/compound_monument
updated all awning prefabs fixed awning NRE removed groundwatch from scientist sentry/compound_monument
skin approval
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merge from main/compound_monument
NPC vending machine tweaks/compound_monument
Damian Lazarski
Tower scaffolding mesh/lod/prefabs/compound_monument
Rusty texture variant for compound scaffoldings/compound_monument
Compound emergency stairs meshes/coliders/prefabs/compound_monument
Compound walls / added additional LOD level/compound_monument
Diogo Teixeira
Improved water shader and materials to replicate IOR closer to water Added underwater reflection and proper IOR-based fresnel Added control parameters for near wave normal and displacement scale Fixed regression in caustics when underwater (needs proper water volume)
André Straubmeier
Workaround for using half height floors as shelves behind doors / wall frames/building_system_3.2
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Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
Merge from main/building_system_3.2
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)/building_system_3.2
Vincent Mayeur
replaced emergency stairs with final prefabs scene2prefab compound/compound_monument
compound shops and stations decals scene2prefab compound/compound_monument
loading platforms final models/prefabs bag o changes scene2prefab compound/compound_monument
progress backup/compound_monument
static small water catcher and t2 bench/compound_monument
compound terrain blend map tweak/compound_monument
big bag o changes scene2prefab compound/compound_monument
Added scientist spawns and patrol prefab to level Navmesh setup Scene2Prefab compound/compound_monument
replaced vending machines to NPC vending machines in level scene2prefab/compound_monument
deleting some crap/compound_monument
Pål Trefall
Improved hostility checks for Scientists./compound_monument
NPC turrets ignore NPCs when targeting./compound_monument
Alistair McFarlane
progress backup/hapis_tweaks_5
taylorreynolds
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
25 April 2018
Maurino Berry
compound vending machine baseline/compound_monument
cloth mods/compound_monument
merge from main/compound_monument
sound player culling for awning/compound_monument
merge from main/compound_monument
lower awning volume/compound_monument
lod tweaks/compound_monument
awning cloth/compound_monument
compound sentry turrets/compound_monument
Diogo Teixeira
Added windx manager api to compute wind force at location
taylorreynolds
Fixed missing LOD0 on diving mask
Diving Mask LODs Material fixes
Dving Fins LODs
Diving tank/regulator LODs
Wetsuit LODs
Added female wetsuit mesh
Placeholder diving tank/regulator art
Damian Lazarski
Added clothsim awnings to the compound scene / tweaked no-stripe materials/compound_monument
Awnings additonal stripe mask/compound_monument
Awnings final models/textures/prefabs/compound_monument
Vincent Mayeur
progress backup/compound_monument
extra awning prefabs awnings placement in level scene2prefab compound/compound_monument
extra color materials for awnings/compound_monument
progress backup wip loading platforms/compound_monument
progress backup final ground meshes/compound_monument
active sentries added in compound scene2prefab/compound_monument
André Straubmeier
Fixed server side stair collider rotation sometimes being incorrect after rotating/building_system_3.2
Subtracting 26451/building_system_3.2
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side/building_system_3.2
Pål Trefall
Updated scientist spawns and patrol routes at Compound./compound_monument
24 April 2018
Maurino Berry
wetsuit bugfixes
added wetsuit hazmat suit also protects from getting wet can wear hats with goggles
updated diving gear added oxygen tank no more cold breath under water protocol++
Vincent Mayeur
progress backup compound scene2prefab/compound_monument
progress backup compound scene2prefab/compound_monument
progress backup/compound_monument
André Straubmeier
Merge from main/building_system_3.2
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Removed ancient code to ignore multiple position ticks that were received in a single frame Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
EAC SDK update
taylorreynolds
Placeholder wetsuit art (missing female version for now)
Alistair McFarlane
ai_dormant true by default
Pål Trefall
Removed changes that failed to fix Dormant bug.
23 April 2018
Vincent Mayeur
progress backup compound scene2prefab/compound_monument
progress backup/compound_monument
house ruins final models and colliders/compound_monument
André Straubmeier
Crafting queue item drop radius tweaks
EAC SDK updaterelease
Garry Newman
Fixed fps clothing not being bundled
Fixed server browser randomly missing servers on reorder
Merged from /fps_clothes_implementation
Rebuild viewmodel clothes on clothing change/fps_clothes_implementation
First Person clothing works First Person clothing works with skins/fps_clothes_implementation
Cleaning ignores/fps_clothes_implementation
Facepunch.Skeleton/fps_clothes_implementation
Compile fix/fps_clothes_implementation
Removed helk's experiment code/fps_clothes_implementation
Merged from clothing branch/fps_clothes_implementation
Pål Trefall
Started on setting up the patrol routes on Scientist Compound using the new Waypoint system. Added IsHostile marking on BasePlayer. Might move this into the Scientist Comm later for more localized IsHostile awareness./compound_monument
Merged from main/compound_monument
Support for target marking in AI.
Stole Bill Lowe's WaypointSet from Ruin.
Compile fix
Fixed a spawn bug with Animals that would prevent them from coming alive.
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22 April 2018
Alistair McFarlane
Subtracting 26515 & 26516 - Fix for players unable to loot dropped items
21 April 2018
Pål Trefall
Started expanding Scientists with more spawn control and mobility features.
20 April 2018
taylorreynolds
Placeholder diving mask and fins art
Pål Trefall
Fix for dormant ai related changes.
Dormant ai bug stuff.
Even more work on dormant ai bug.
More work on dormant ai bug.
Alistair McFarlane
Improved offshore junkpile spawns Fixed animals spawning inside small cliffs Improved Ch47 drop points (no longer dropping on top of buildings) Added CH47 drop point to SiteA Fixed missing ladder volume from launch site Pumping station has slightly larger prevent building volume Islands WIP/hapis_tweaks_5
André Straubmeier
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Maurino Berry
merge into main
fixes/diving
merge from main/diving
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diving mask/fins/diving
19 April 2018
Pål Trefall
Attempt at fixing Dormant AI wakeup bug.
Diogo Teixeira
This commit has been marked private, so it is hidden
Fix for potential material-related NRE in water rendering
André Straubmeier
Cherry picking 26449 & 26495release
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PositionLerp tweak
PositionLerp ifdefs
Renamed UpdatePositionFromNetwork to SetNetworkPosition Renamed UpdateRotationFromNetwork to SetNetworkRotation Made PositionLerp more generic
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Vincent Mayeur
scientist sentry turret prefab with hierarchy compound perimeter walls placement scene2prefab/compound_monument
progress backup/compound_monument
quick fix for the compound entrances, using gate + checkpoints/compound_monument
pre-LODs ruins progress/compound_monument
Damian Lazarski
Fixed gaps between compound walls/compound_monument
Deleted unused gate materials/compound_monument
Short compound wall lods/col/prefab/compound_monument
Compound gates LODs COL and prefabs / Fixed missing barbed wire material on compound walls/compound_monument
Compound walls LOD/COL/prefabs/compound_monument
Fixed broken lighthouse UV's
Maurino Berry
skin approval
goggle test
18 April 2018
Damian Lazarski
Compound gate and walls first pass/compound_monument
Vincent Mayeur
progress backup/compound_monument
residential buildings COLs scene2prefab/compound_monument
residential buildings LODs Building material variations Compound scene update / scene2prefab/compound_monument
André Straubmeier
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This commit has been marked private, so it is hidden
Limit crafting queue length to 8 More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
Subtracted 26423 (EAC SDK update)release
Diogo Teixeira
Fixed underwater ocean rendering glitch when looking up
17 April 2018
Diogo Teixeira
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Fixed server compile
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Fixed underwater horizon artifact Fixed a few shader compile warnings
Upgraded ppsv2 to latest Fixed annoying benign glcore compile error (unity bug + ppsv2)
Vincent Mayeur
progress backup/compound_monument
progress backup/compound_monument
Residential buildings pre-LOD progress compound scene2prefab/compound_monument
progress backup/compound_monument
progress backup/compound_monument
André Straubmeier
Optimized sending of packets to players in a radius
No longer send entities that aren't in any network group to all connections (this should never happen)
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This commit has been marked private, so it is hidden
Alistair McFarlane
Disabled some boat debugging
16 April 2018
Maurino Berry
boats kick players if their head position impacts a solid object boat deals damage to players based on velocity if their head impacts a solid object !boat peek exploit fix can not mount moving boats with drivers unless they slow down
André Straubmeier
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Include wall sockets in building proximity checks/building_system_3.2
Added dummy floor socket at half height of the full wall (support only)/building_system_3.2
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Vincent Mayeur
progress backup/compound_monument
progress backup new brick wall texture sets/compound_monument
14 April 2018
Diogo Teixeira
Added deferred mesh decal instancing
13 April 2018
Diogo Teixeira
Enabled gpu instancing on a couple hundred materials
André Straubmeier
Merge from mainrelease
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Vincent Mayeur
residential buildings update texture sets added: windowdoor_wood/ windowdoor_conc compound scene2prefab/compound_monument
12 April 2018
Maurino Berry
scaled down ch47 map marker skin approval
ch47 map marker
André Straubmeier
Merge from mainrelease
Merge from projectile_trajectory Network++
Pål Trefall
Remove fire delay when scientists are mounted.
Alex Webster
Updated 360 shooting pose
reverted back to original style player wounded ( which starts in an offest position and ends on the origin)
Alistair McFarlane
VisitURL no longer opens mid game while jumping, opening chat
11 April 2018
Maurino Berry
scientist projectiles no longer hit the ch47 fuselage due to lerp can once again stick c4 etc on vehicles hackable crate resets decay time when hack start/stops much, much better push behavior exiting boat at low velocity places you on top of boat removed ability to spam swapseats
Diogo Teixeira
Fixed nudity censor clipped by water and water masks
Alex Webster
wounded player anim fix
André Straubmeier
Projectile trail renderer is invisible for the first 6 meters
Matt Isaac
light hair materials are now more blonde/hair_caps
made test heads area with test heads materials/hair_caps
10 April 2018
Maurino Berry
less derpy boat jumps (waterfalls/foundation steps) via dynamic drag based on submerged fraction
ddraw fail
mounting fixes
André Straubmeier
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
EAC SDK update
Merge from mainrelease
Network++
Vincent Mayeur
compound progress backup scientist sentry turret greybox/compound_monument
9 April 2018
Maurino Berry
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
André Straubmeier
Merge from mainrelease
Network++
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This commit has been marked private, so it is hidden
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Vincent Mayeur
basic splat maps/compound_monument
progress backup/compound_monument
scientists gate greybox sketch compound level progress backup/compound_monument
Alistair McFarlane
Block player inputting items into elite crates
7 April 2018
Maurino Berry
early exit out for dismount position checks only driver can turn boat on/off or access fuel
André Straubmeier
Use world cache in the editor by default as well when running only the client
Fixed rare orphaned client side entities
6 April 2018
Maurino Berry
This commit has been marked private, so it is hidden
Damian Lazarski
Compound gate greybox/compound_monument
André Straubmeier
Added additional info to entity console commands Added entity.find_status console command
Cherry picking 26399release
Merge from main 26393release
Fixed "Attempted to create Sound from null SoundDefinition" when picking up some items
Potential fix for rare issue that could cause dual wielding / player model corruption Enabled pool.player_model by default again
Alex Rehberg
Fix some levels being wrong underwater
mix
Fix oversized rustle triggers on some of the new trees
Louder headshots Potential fix for sounds occasionally being occluded incorrectly
Even more mix tweaks!
More mix tweaks
Mix tweaks
Vincent Mayeur
progress backup house ruins greybox models/compound_monument
Pål Trefall
Improved LOS for CH47 mounted scientists.
Improvements to CH47 mounted scientists.
5 April 2018
Maurino Berry
phrases manifest skin approval random seed for server created projectile effects (scientists shooting) added 'swap seats' command to options menu (default = x)
hacked crate landing effect ch47 is hostile while orbiting
AK47 more random recoil AK47 HIP FIRE ONLY has more aimcone ONLY HIP FIRE RELAX
less junk in elite crates and airdrops
SAP costs 4 hqm instead of 8 SAR now has an hqm cost of 4 SMG HQM cost halved Heavy plate move speed nerf very very slightly reduced Heavy plate costs halved longsleeve + tshirt cost 20 scrap to research (was 75), slightly higher radiation protection long sword cost reduced hv rocket cost reduced to almost 1/4 that of rocket hv rocket damage reduced to 1/4 rocket rocket lancher cost reduced rocket launcher durability increased hide armor costs reduced ch47 health balance ch47 damage effects ch47 drops crate when killed (if it has one) ch47 polish
longsword cost reduced HV rocket cost reduced rocket launcher cost reduced rocket launcher durability increased targeting computer stackable cctv stackable binoculars researchable
locked crate no longer accepts player items vehicles no longer collide with ragdolls (sorry flash)
minor AH fix for laptop added map marker to ch47 crate
hitting scientists also causes the heli to aggro m249 AI balance
m249 ai balance extra scientist at ch47 rear ch47 scientists become unhostile after 2 minutes of not receiving fire
protocol++ more sensible cargo heli spawn timings
ch47 ai work ch47 crate dropoff ch47 no longer orbits water wells or tier 0 monuments
NPC aim fixes locked hackable crate (ch47 event)
compile fix
can push rowboat with 0 calories ch47 particle lag fix boat spawn lag fix
André Straubmeier
Merge from mainrelease
Fixed super rare pooling NRE (maybe)
Properly clear prefab pool when disconnecting from server
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Removed some (presumably unintentional) debug logs from auto turret
Save++ because Helk decided to commit all monuments Network++
Added pool.debug to standalone builds (only works in development builds)
Alex Rehberg
Mix tweaks
Mix tweaks Boat engine sound tweaks
Mix tweaks Quick spas12 gunshot + handling levels pass
Mix tweaks CH47 engine distance crossfade fixes
Damian Lazarski
Willow bush / custom vertex normal / fixed green vertex color / rebaked billboards
Diogo Teixeira
Fixed potential NRE in HairDyeCollection
Tweaked foliage displacement to mitigate zfighting + look more stomped
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Made guides opaque when placing in water
Matt Isaac
merged with main/hair_caps
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
Alistair McFarlane
Phrases
Hapis, Savas, Koth ch47 drop points
Hapis ch47 dropoff stuff
Vincent Mayeur
Compound breaking line of sight on main street Added scaffoldings and tarpaulin awnings greybox/compound_monument
merge from main/compound_monument
Pål Trefall
Final pass on duplicate kill prevention on Scientists + minor cleanup
Removed debug log
Range fix for scientists mounted to the CH47.
4 April 2018
Alex Rehberg
Mix tweaks
Ambience emitter perf bug fix
compile fix
merge from main/mix-finalization
server compile fix/mix-finalization
merge from main/mix-finalization
Tons o mix tweaks/mix-finalization
Maurino Berry
fixed being unable to repair boats due to decay easier to access rowboat storage fixed null group setting errors when spawning vehicles rowboats that lose their driver will eventually turn in circles and stop
fixed seat fuckups
nothing important (merge into main)
fix for ch47sci killing actual players not just NPCs when leaving map (rare admin edge case)/vehicle_aim_tests
merge into main 360 look in rowboats
merge from main/vehicle_aim_tests
code cleanup/vehicle_aim_tests
better 360 handling/vehicle_aim_tests
reduced water junkpile spawn rate
clamp fixes/vehicle_aim_tests
360 vehicle look code/vehicle_aim_tests
merge from main/vehicle_aim_tests
rebuilt sound lengths protocol++
merge from main/vehicle_aim_tests
compile fix
water junkpiles LOS checks now include vehicle_movement missing icons
weird angle temp fix (maybe)
Damian Lazarski
Foliage polish / color corrected new foliage / added custom vertex normals / rebaked billboards
Beech and oak color tweaks / material tweaks
Fixed the tree minigame on beech trees
Alistair McFarlane
Larger prevent build volumes on water junkpiles
offshore tweaks for better junkpile spawns
Updated Hapis spawns Water junkpiles now spawn on Hapis
Hapis junkyard fix
Hapis error test
This commit has been marked private, so it is hidden
André Straubmeier
Fixed server use distance regressions
Disabled player model pooling by default Network++
Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
Merge from mainrelease
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Compile fix
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Pål Trefall
Log warning when NPC spawns without any loadout.
IOR prevention on loadout in NPCPlayer.
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This commit has been marked private, so it is hidden
Alex Webster
updated kneeling aanim/vehicle_aim_tests
Added kneeling version of 360 anim to player controller Added deadzones to anim/vehicle_aim_tests
Matt Isaac
prefabs and asset setup for facial hair 04/hair_caps
merge from main/hair_caps
took some shine out of dark variant materials and removed backup materials from main
holmzy
Refinery lootpanel update Phrases
Vincent Mayeur
generic glass texture tweak
Caves - Cave spike pit only does damage when moving. Player does not take damage on entry anymore.
dynamic grass and grass terrain splat brightness alignment
Temperate and Arid day LUTs less saturated Camera Eye Adaptation effect is weaker
Diogo Teixeira
Changed particle lighting to ignore main lights when inside or underground Touched relevant shaders
Fixed skin shader hair caps normal calc
3 April 2018
Matt Isaac
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
added hairstyle 5 lods and hat morphs, added for both genders and all races. tweaked materials a lot. Fixed broken alpha channel on strands diffuse. Set capmasks up to not be huge filesize, tweaked eyebrows to be a bit less shiny and body hair to be more colourful/hair_caps
Maurino Berry
ch47 kamikaze fixes
buoyancy / water fixes for caves (eeek)
merge into main
merge from main/ch47_brain
ch47 event spawning boats no longer spawn directly in water (server perf) boats use half as many buoyancy points (server perf) slightly less boats spawning/ch47_brain
merge back in/ch47_brain
merge fix/ch47_brain/brainmerge
server/client ifdefs cargo heli event protocol++/ch47_brain/brainmerge
merge from main/ch47_brain
CH47 patrol ai ch47 gunner scientist m249 AI stats/ch47_brain
Diogo Teixeira
Merge from tree_revamp
Merge from main/tree_revamp
Fixed potential argument exception in motion blur (CLIENT-2RSG)
Fixed potential number overflow in occlusion culling (CLIENT-10J2)
Fixed potential NRE in MaterialColorLerp (CLIENT-10EP)
Fixed water depth mask on glcore (rowboat)
Tweaked a few vegetation material wind params for too much distortion or not enough motion/tree_revamp
Merge from main/tree_revamp
Added dir adherence control over height blend Lowered maximum globals 2-2 on wind prefab Updated shadergui for rust/std shaders and copy/paste for core set/tree_revamp
Fixed procmap river uv stretching
Fixed LOD2 mesh assignment in bush willow variations Fixed occlusion culling stats debug display Disabled culling for objects using mesh batching
Damian Lazarski
Slightly increased wind params on new foliage to make it more dynamic at low wind strength/tree_revamp
Tweaked wind params on tree and bush materials to prevent excessive bending/tree_revamp
Fixed icesheet decal movement/tree_revamp
Polished beech tree textures and models/tree_revamp
André Straubmeier
Merge from mainrelease
Extrapolation time on NPC entities is clamped to 0.1 seconds as well
Made PositionLerp more generic to eventually be usable in other projects Extrapolation time on player entities is clamped to 0.1 seconds
Cherry picking corpse NRE fix from Helk's branch
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Vincent Mayeur
Water junk piles files and extras
Pål Trefall
Scientists will stop mid-burst firing if they lose target.
When a junkpile times out, ensure that the junkpile scientist(s) despawn with it.
Scientist hostility when mounted to a ch47./ch47_brain
Some tweaks to mounted scientists./ch47_brain
Alex Webster
updated sitting 360 shooting anim, added kneeling version test ( keeping head at same level)/vehicle_aim_tests
Garry Newman
Map coordinates changed so letters are horizontal Made map coords darker, so they stand out more
Fixed server description showing as ???????
2 April 2018
Matt Isaac
hair style 5 lod0 and dye tests for it/hair_caps
Alistair McFarlane
Network++
Junkpiles no longer spawn on southern road overhang (Hapis)
DM lootbox protection changes
Hapis cleanup/save159
Hapis loot tweaks/save159
Maurino Berry
merge from main/ch47_brain
missing files/ch47_brain
ch47 ai fix for AI not respecting mount type weapon restrictions/ch47_brain
merge from main/ch47_brain
code cleanup/ch47_brain
merge from main/ch47_brain
smoother altitude changes baseplayer nre fix/ch47_brain
Damian Lazarski
Fixed vertex colour on dead beech trees/tree_revamp
Beech tree wind material settings/tree_revamp
Merge from main/tree_revamp
Oak trees wind material settings/tree_revamp
Brich trees material wind settings/tree_revamp
Douglas firs / tweaked vertex colour / tweaked wind material settings/tree_revamp
Pines / fixed vertex colour issues / tweaked material wind settings/tree_revamp
Alex Rehberg
merge from main/mix-finalization
WIP/mix-finalization
Pål Trefall
Made mounted enemy range consideration more flexible.
Fixed IsMounted unsetting bug.
Added "isMounted" column to aidebug_lookat. Another pass over junkpile scientist hover prevention.
André Straubmeier
This commit has been marked private, so it is hidden
Merge from save159
Bundle splits/save159
Removed red maple bare tree assets (unused)/save159
Bundles/save159
One more file/save159
Manifest/save159
Network++ Save++/save159
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them/save159
Merge from main/save159
1 April 2018
Alistair McFarlane
Reduced Junkpile AI spawn chance (was higher for testing and profiling) AI dormant false by default (for now)
more minor Hapis fixes/save159
Maurino Berry
ch47 altitude management and steering overhaul/ch47_brain