469 Commits by 13 Authors. 14,362 files added, 1,844 deleted, 207 moved.
31 March 2018
Pål Trefall
Scientists have a slightly wider range of motion when mounted.
Fix weird head orientation when Scientists are mounted in a flying vehicle that's at an angle.
André Straubmeier
Include more data in the checksum now that the mismatch should be fixed/save159
Forestside topology next to deciduous forests also uses grass terrain texture instead of forest terrain texture/save159
30 March 2018
Alistair McFarlane
Fixed natural bridge being on the wrong layer/save159
Fixed missing material from Hapis rivers and lakes/save159
Alex Webster
vehicleAimYaw param added to player animator Replaced boat passenger pose with shooting 360 test anim set sitting state speed to 0, check cycleOffset flag, param set to vehicleAimYaw/vehicle_aim_tests
André Straubmeier
Added deciduous forests around lakes/save159
Changed ground texture inside deciduous forests to grass/save159
Fixed terrain anchors on prefab rock formations/save159
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)/save159
Merge from tree_revamp/save159
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map/save159
Increased forest sizes/save159
Damian Lazarski
Tweaked sizes of the beech trees / moved certain tree species into different folders for more consistency/save159
Snow pines / removed green vertex color from trunks/tree_revamp
Diogo Teixeira
Added windx manager global scale controls for testing; editor-only/tree_revamp
Fixed derped foliage displacement Exposed max accum wind force magnitudes to windx manager Touched relevant shaders/tree_revamp
29 March 2018
Diogo Teixeira
Fixed hapis lake materials
Updated grass material defaults/tree_revamp
Wind fixes/tree_revamp
Merge from main/tree_revamp
André Straubmeier
Merge from tree_revamp/save159
Merge from main/save159
Added "alt" topology to specify a second variant of a topology Added deciduous forests to temperate biome/save159
Merge from tree_revamp/save159
Maurino Berry
merge from main/ch47_brain
skin approval
nothing important/ch47_brain
ch47 ai/ch47_brain
Damian Lazarski
Beech trees / Removed blue channel from vertex color/tree_revamp
Deleted old dead trees/tree_revamp
Added beech tree colliders / added beech tree autospawn prefabs/tree_revamp
American beech LODS/ prefabs and billboards/tree_revamp
Alistair McFarlane
Cherry picking 26171release
Minor Hapis tweaks
Garry Newman
Steamworks with osx fix
28 March 2018
Damian Lazarski
American beech trees / prefabs / LOD0 and LOD1 / textures and materials/tree_revamp
André Straubmeier
Cherry picking 26166release
Stricter construction socket connect distance / angle to fix some minor glitches/save159
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)/save159
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Consider entities out of bounds if they're lower than terrain zero level
Cherry picking 26126release
Merge from main/save159
Garry Newman
Latest Steamworks (Linux Callback)
Switched Debug Steam Callbacks to command line switch
Added simple runds.sh to Linux server (just to get people started)
Code Gen
Compile fix
Compile fix
Allow debug.callbacks on server too
Alex Webster
updated wounded animation starting position, made current desired time range loop
Alistair McFarlane
more Hapis fixes
Pål Trefall
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Slightly better ground-hugging for junkpile NPCs.
NPCs should respect isMounted when they Resume.
Maurino Berry
fix ch47 nres
compile fix
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
mounted fixes for npcs
Diogo Teixeira
Fixed std shadergui scroll offset placement
27 March 2018
Maurino Berry
npc modelstate fixes
player model mounted fixes
compile fix
ch47 scientists test
fixed left hand IK sometimes getting stuck grass displacement on rowboats
Pål Trefall
Ai tweaks
Scientists should no longer hover at junkpiles.
Another small aim tweak to mounted NPCs.
Slight tweak to npcs and mounted rotation.
Slight improvement to spawn, reload and vulnerability for NPCs.
NPCs are less vulnerable as they spawn.
Compile fix
Added animal_ignore_food convar that default to true (server optimization).
Mounted scientists don't share target with scientists that can't see that target.
Fix feet direction of mounted passengers in vehicles.
Matt Isaac
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test/hair_caps
Alistair McFarlane
Minor Hapis fixes
merge Hapis8 to main
merge from main/hapis8
cleanup/hapis8
Minor fixes/hapis8
Diogo Teixeira
Fixed ice sheet interaction with water depth mask (and future others)
Fixed water depth mask affecting shading on rowboat; updated water and rowboat prefabs
Fixed some particle shaders vertex lighting not handling spotlights; raised light count
André Straubmeier
Fixed checksum mismatch on certain seeds/save159
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)/save159
Removed some rocks from water treatment plant that were placed outside of the terrain blend map/save159
Fixed field rocks sometimes partially overlapping the outermost objects of monuments/save159
Added warning when skin download fails to start (separate from timing out)
Merge from conditional_models_3/save159
Merge from main/conditional_models_3
Vincent Mayeur
progress backup/compound_monument
modular greybox pass - refining routes/compound_monument
Garry Newman
Updated Steamworks - servers rules queried directly instead of via Steam interop fake vtable bullshit
26 March 2018
Alex Rehberg
Autoturret sound perf improvements
WIP/mix-finalization
Maurino Berry
garage door will not completely cull at range
compile fix
push fixes
vehicle_flipy vehicle_sensitivity convars ch47 movement now framerate independent boat physics optimization
improved rowboat pushing protocol++
player corpses interact with water
quartered rowboat population
Pål Trefall
NPCs should now respect gun restrictions on mountables.
Disabled grounded npcs seeking out vehicle mountables on their own.
Support for seeking all types of mountables in NPC behaviour ai.
More on Scientist AI and Mountables.
Fixed npc rotation. Misc npc mountable stuff.
Ai tweaks
Alistair McFarlane
Fixes/hapis8
Junkyard progress/hapis8
Hapis progress/hapis8
merge from main/hapis8
Fixed been able to build on northern cliff rocks (Savas KOTH) Fixed double barrel shotgun missing from T2 loot table (Savas KOTH)
Fixed gap in Garage door which allowed traps to be trigged through
André Straubmeier
Renamed some profiler samples because Unity
Added debug.callbacks
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Tree bundles
Network++
Merge from tree_revamp
Added temp_field_large spawn population to procedural maps/tree_revamp
Merge from main/tree_revamp
Network++ Pluginsrelease
Cherry picking 26035 (Schema refresh stripping)release
Cherry picking 26000 (Steamworks update)release
Vincent Mayeur
compound whitebox first playable/compound_monument
compound whitebox first phase backup/compound_monument
25 March 2018
Maurino Berry
boats spawn near beaches and lakes boats despawn if left outside for an hour (make a boathouse!) protocol++
boats now require fuel boat 'righting' slightly more reliable boat engine can be turned on/off moved boat audio code into separate file for alexR phrases/manifest
no buoyancy speed boost when unpowered
André Straubmeier
Fixed server lag corrupting lerp timestamps, sometimes permanently
24 March 2018
Maurino Berry
use dismount position closest to seat for vehicles maintain old view angles when dismounting
mounted recoil fix
bullets now hit water protocol++ missing skin icons from earlier this week
Pål Trefall
Merged from mountable ai branch.
Merged from main/mountable_ai
Fixed mounted orientation. Improvements to scientist ai with support for mounts./mountable_ai
Only attempt to mount a Bradley if there's no more known enemies./mountable_ai
Bradley Scientists should probably not be allowed to attack while mounted./mountable_ai
NPCs can now be forced to dismount, allowing a vehicle AI to dismount NPC passengers. Started on Bradley Scientist. Started on CH47 Scientist./mountable_ai
Alistair McFarlane
Hapis progress/hapis8
Hapis junkyard progress/hapis8
Vincent Mayeur
big wall button files (all)/Monuments_puzzles
23 March 2018
Maurino Berry
added PhysicsDriven virtual for physics based timestamps
added storage to rowboat bugfix for wrong facing players deleted 'boattest'
fixed boat engine ik boat sounds have master mixer skin approval network optimizations nre fixes
André Straubmeier
Fixed repair bench skin icons not refreshing until clicked
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
Alistair McFarlane
Enabled Junkpile NPCs
Hapis junkyard progress/hapis8
22 March 2018
Matt Isaac
fixed up fuzz on hairstyle 1, added wip hairstyle 4/hair_caps
Pål Trefall
Merged from main/mountable_ai
More on npc mounting./mountable_ai
André Straubmeier
Optimized PositionLerp.SnapTo / SnapToEnd
Fixed ore bonus have sync position flag set
Fixed FormatException
Changed lerp.debug to false by default
wtfplastic
Fixed lerp timestamp sometimes being incorrect when enabling lerp Fixed lerp server timestamp correction sometimes getting corrupt Added lerp.debug convar
Fixed animals turning like Slowpoke (lerp regression)
Server player loot distance and client interaction distance are closer together
Removed lerp debug log
Send network update when healing entities using upkeep
Fixed server save timings ignoring the majority of the stall time
Stripped server schema refresh (fixes server stall every 30 minutes)
Added server timestamp correction to network interpolation Network++
Print full exception when "error loading save" happens
Diogo Teixeira
Nuked block texture compression test Nuked native gpu device request api
Nuked base pyramid compression
Alistair McFarlane
Hapis progress/hapis8
Hapis progress/hapis8
merge from main/hapis8
Network++release
Hapis progress/hapis8
Maurino Berry
boat nre fix
Garry Newman
Hide voting counts in workshop view (Valve don't expose them anymore)
Fixed inaccurate gather amount displayed when splitting
Don't show NPCs in the cheat report shit
Don't show "opening this will" stuff at the end of bags descriptions.
Fixed friend list only showing one friend
Missed meta files
Updated native dlls from Rust.Native (now on github, being built by jenkins) Included pdb's for native dlls (!!)
Refresh Map Markers
Vincent Mayeur
fixed vehicle chassis not displaying correct material
Boat engine files (all)
21 March 2018
Diogo Teixeira
This commit has been marked private, so it is hidden
Simpler water depth mask handling, more generic; updated rowboat prefab Added and enabled instancing support on depth mask material Nuked WaterDepthMask component
Cherry picked 26009/tree_revamp
Fixed core/foliage debug view color space
Merge from main/tree_revamp
Added debug toggle to core/foliage shader and debug view option for vnormals, vtangents, vcolor
Added two-layer caustics projector shader
Improved temporal anti-aliasing NaN handling Added additive projector shader Added scroll to projector shaders
Damian Lazarski
Pine snow_a tweaked vertex color for testing/tree_revamp
Maurino Berry
boat profiling
compile fix rowboat caustics
slightly different boat wake
rowboat pushing improved rowboat can be righted when in water attempted to fix rockets etc detonating inside moving vehicles fixed odd alt-look behavior in vehicles rowboat has increased buoyancy with velocity
spazzy look dir fix attempt
compile fix
compile fix attempt
merge into main
protocol++/vehicles
merge from main/vehicles
a metric tonne of boat work audio work buoyancy work boat sinking mounted management no more footsteps on mounted objects no longer wet in mounted objects driver seats restrict weapon usage/vehicles
André Straubmeier
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed that network interpolation velocity smoothing wasn't working correctly Interpolate rotations with slerp instead of lerp Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Garry Newman
Map Tweaks
Updated Steamworks
Alistair McFarlane
blueprint read sound abides by master sound settings
Phrases
Minor flame turret exploit fix Fixed flame turret mismatch deploy / ground watch layers
Horse meat
Alex Webster
updated generic sitting pose to avoid hands clipping
20 March 2018
Alex Webster
pose re-export/vehicles
Added generic sitting pose/vehicles
updated passenger pose/steering_animator
edited steering pose, added passenger pose, added pose to animator/steering_animator
Maurino Berry
no footsteps in vehicles no water level in vehicles/vehicles
merge from vehicle_steering/vehicles
missing files/vehicles
This commit has been marked private, so it is hidden
merge from steering_animator/vehicles
boat functionality and first pass polish boat sounds/vehicles
Matt Isaac
set beenie hat to not use baseball cap morph, material and dyeset tweaks/hair_caps
André Straubmeier
Fixed missing guides and hammer highlights on walls/conditional_models_3
Updated roof side model condition so only other roofs affect it/conditional_models_3
Conditional models refresh correctly when rotating a building block/conditional_models_3
Removed rotation hack from right hand side triangular walls/conditional_models_3
Added triangular wall conditional models when placed at a roof side/conditional_models_3
Removed occluder meshes from roof prefabs (unused)/conditional_models_3
Merge from roof_building_blocks/conditional_models_3
Merge from main/conditional_models_3
Don't spawn bradley while still loading
Imposter is IClientComponent
Alistair McFarlane
Hapis progress/hapis8
Hapis progress/hapis8
Vincent Mayeur
pivot changes on triangle walls (right-hand models)/conditional_models_3
pivot changes on triangle walls/conditional_models_3
Halved vehicle modules texture sizes/vehicles
backup vehicle components temporary textures end/vehicles
Pål Trefall
Merged from main/mountable_ai
Progress on mountable scientists/mountable_ai
19 March 2018
Diogo Teixeira
Renamed some things in shaders and moved other things around Renamed DepthMask component to WaterDepthMask since it's water only now Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask Enabled Water Masking on rowboat water surface FX/vehicles
Vincent Mayeur
backup vehicle components temporary textures/vehicles
merge from main/Monuments_puzzles
interactive garage door / wheel end/Monuments_puzzles
Maurino Berry
boat work/vehicles
merge from steering/vehicles
modified ch47 pivot to be closer to center boat work/vehicles
Alistair McFarlane
Hapis progress/hapis8
Hapis progress/hapis8
merge from main/hapis8
Hapis progress/hapis8
Alex Webster
player animator blendtree updates and poses/steering_animator
André Straubmeier
Devs can craft all workshop skins if "unlock all items" is set in the editor Added some item schema debug convars (autoschema, loadschema, printschema)
Run FileSystem_Warmup on dedicated servers
Fixed projectile particle systems no longer playing after being pooled
CraggyIsland updates
Matt Isaac
short material and fuzz updates/hair_caps
18 March 2018
Alistair McFarlane
Hapis progress/hapis8
Site A now has a proper road instead of dirt path Road to site B Refinery props and decor/hapis8
Hapis progress/hapis8
André Straubmeier
Added network extrapolation smoothing Increased default network extrapolation time
Added debug.stall
17 March 2018
Maurino Berry
merge from main/vehicles
boat prototype/vehicles
Diogo Teixeira
Toned downn chromatic dispersion values in water materials
Fixed all fx prefabs with invalid sorting fudge values
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed DepthMask server compile error Fixed potential edit-mode NRE in WindZoneEx
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Alistair McFarlane
Hapis progress/hapis8
Fixed some items never spawning in Savas Koth loot tables
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower Added Sedan and CH47 spawns to Savas Koth
16 March 2018
Alistair McFarlane
Hapis progress/hapis8
Site A tunnels progress/hapis8
Hapis progress/hapis8
Maurino Berry
merge from main/vehicles
merge into main
fixed server collider/ch47servercollider
merge from main/ch47servercollider
missing files/ch47servercollider
not much/ch47servercollider
Vincent Mayeur
interactive garage door / wheel files backup/Monuments_puzzles
gooseman
hollowed out the chinook's collision mesh ( server )
15 March 2018
Maurino Berry
ch47 bugfixes added extra seats to ch47 light toggle works with vehicles again skin approval
double mounting bugfix
compile fix again
compile fix maybe
ch47 protection added removed debug.logs
2 more seats on ch47
nre fix network++
merge into main
merge from main/mountredux
merge from main/mountredux
a million mounted fixes, upside down vehicles, recoil etc multiple seats for ch47 and sedan added swapseat command/mountredux
Diogo Teixeira
Fixed some skin materials going dark in shadow Fixed hair using bent normal for indirect diffuse
Fixed shadow-related core/skin shader errors
This commit has been marked private, so it is hidden
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
André Straubmeier
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Network++release
Cherry picking 25859release
EAC SDK update
Alistair McFarlane
Updated Savas Koth spawn locations
Savas Koth startup NRE fix
gooseman
updated chinook client collider
14 March 2018
Diogo Teixeira
Merge from hair_caps
Merge from main/hair_caps
Matt Isaac
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/hair_caps
Alistair McFarlane
Hapis progress/hapis8
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Vincent Mayeur
further tweaks/Monuments_puzzles
Security door prefabs/Monuments_puzzles
Security door files - textures/models/materials/Monuments_puzzles
13 March 2018
Matt Isaac
created morphs and lods for facial hair 2 and set up in scene/hair_caps
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate/hair_caps
added _dark pubic varients. removed old hair textures and cleaned up folders./hair_caps
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/hair_caps
Alistair McFarlane
Minor spawn fixes on Savas
12 March 2018
Maurino Berry
rough pass at multiple players in vehicles/mountredux
merge from main/mountredux
merge from main/mountredux
first pass/mountredux
André Straubmeier
Fixed parenting regression when timed explosives attach to entities Retired parentLocalPos and parentLocalRot
Diogo Teixeira
Added high precision toggle to probex
Moved windx manager clear to server leave Don't distance test directional zones Touched foliage shaders again
Alistair McFarlane
4 New caves Added collapsed tunnel (WIP Northen small monument) Added road signs Site A tunnels now have radiation 2 New recycler locations/hapis8
merge from main/hapis8
Hapis progress/hapis8
Matt Isaac
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/hair_caps
Vincent Mayeur
Access cards files - textures/models/prefabs/Monuments_puzzles
ocean/river mats values
Ocean material values
Extracted triangle walls from roof building blocks/roof_building_blocks
backup/Monuments_puzzles
11 March 2018
André Straubmeier
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
10 March 2018
Diogo Teixeira
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
Pål Trefall
NRE fix
gooseman
tweaked chainsaw position when attacking
ch47 client collider
9 March 2018
gooseman
ch47 client collider/ch47_client_collider
Alistair McFarlane
Hapis progress/hapis8
Hapis progress/hapis8
Hapis progress/hapis8
André Straubmeier
Removed BoneFollower (improved performance, better foundation for future features)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities) Network++
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Diogo Teixeira
Fixed probex errors when switching server
Fixed probex on standalone build Restored water probex reflections
Probex broken on standalone build; temp reverting to alu refl
Added TOD cloud bilboard far shader replacement for single pass probex Added water specific reflection probex w/ 1s update interval Cleaned up probex shaders Improved water shader to use PBS brdf on surface => albedo rgb+alpha, spec and smoothness now work properly Improved reflection shader to use new probe instead of alu; relies on smoothness from ocean material Updated ocean, lake and river materials for new PBS brdf and water surface transparency
Damian Lazarski
Oak fixes/tree_revamp
Oaks / photoscanned bark / prefab settings / additional LOD levels / tundra variants/tree_revamp
Switched birch tree render lod scripts to tree lod/tree_revamp
Maurino Berry
ch47 global network broadcast
8 March 2018
Maurino Berry
chainsaw chain direction fixed
compile fix
merge into main
protocol++/ch47
ch47 destruction, impact damage, servergibs/ch47
merge from main/ch47
skin approval
pilotable ch47/ch47
merge from main/ch47
research/ViewmodelClothing
Alistair McFarlane
Hapis progress/hapis8
U22 small monument progress/hapis8
Reworked U22 hill/hapis8
André Straubmeier
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Added projectile pooling (gunfight performance) Added pool.projectiles convar (default = true)
Diogo Teixeira
Merge from reflection-probe-ex
Added support for standalone rendering, w/o actual reflection probe; editor to match / override Added support for conditional directonal ligtht/shadows Added basic shader replacement system Added TOD single-pass probe replacement shaders; tested with sky reflection Fixed skybox material handling Fixed time slicing Fixed inverted winding order Solved remaining problems/reflection-probe-ex
Vincent Mayeur
card reader textures/models/LODs/COL and prefabs/Monuments_puzzles
7 March 2018
Alistair McFarlane
progress backup/hapis8
backup/hapis8
taylorreynolds
Hand/arm meshes added to clothing .fbx Added viewmodel clothing prefabs/ViewmodelClothing
Alex Webster
rock vm tweaks
6 March 2018
Maurino Berry
merge from main/ViewmodelClothing
merge from main/ch47
Vincent Mayeur
fusebox and fuse models/LODs/COL and prefabs/Monuments_puzzles
fuse box and fuse textures/mats/Monuments_puzzles
Diogo Teixeira
Merge from main/reflection-probe-ex
Matt Isaac
flagged torso clothing to remove armpit hair and legs clothing to remove pubic hair/hair_caps
Alistair McFarlane
Hapis progress backup/hapis8
5 March 2018
Diogo Teixeira
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
Fixed pps2 copystd shader guid Added essential pps2 taa shaders to graphics always include list
Disabled postprocess stack v2 player define setter...
Patched postprocess stack v2 to work with -warnaserr
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Misc tweaks to probe-ex/reflection-probe-ex
Merge from main/reflection-probe-ex
Damian Lazarski
Removed old dead maple tree/tree_revamp
Large trees spawn population/tree_revamp
Oak resource prefabs/tree_revamp
Oak colliders/tree_revamp
Oak prefab tweaks / textures polish / rebaked billboards/tree_revamp
André Straubmeier
Cherry picking 25790 + 25799release
Added "storage" protocol version Disabled client file cache (test)
Added client file cache corruption detection (+ automatic resolution)
Alistair McFarlane
backup/hapis8
This commit has been marked private, so it is hidden
Pål Trefall
Fixed animals getting stuck in water / along the shoreline.
4 March 2018
Damian Lazarski
Oak trees / meshes / textures / LOD's / prefabs/tree_revamp
taylorreynolds
Viewmodel Clothing fbx files/ViewmodelClothing
Alistair McFarlane
Merge from mainrelease
Diogo Teixeira
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type Optimized material property desc using shader property ID instead of name; adjusted material copy/hair_caps
Merge from main/hair_caps
This commit has been marked private, so it is hidden
First working version of hair cap mask assignment Enabled hair caps on all relevant skin materials Added new PlayerModelHairCaps component to head, torso and legs Tweaked player model rebuild material property block handling/hair_caps
Pål Trefall
ai.npc_enable 1 by default
switch compile fixes
Fixed warning Effect.Init - invalid entity. Cleaned up ai related convars.
3 March 2018
Pål Trefall
Merged in ai branch
Default npc spawn settings/ai_behaviour_15
Codegen/ai_behaviour_15
Merged from main/ai_behaviour_15
Refactored squad management in an effort to combat stalling issue. Misc smaller improvements to ai./ai_behaviour_15
Maurino Berry
merge from main/ch47
2 March 2018
Alistair McFarlane
Merge from mainrelease
Scientist NPCs disabled by default due to server instability
André Straubmeier
Merge from mainrelease
Fixed some (legacy?) skins not being applied
Diogo Teixeira
Merge from main/hair_caps
Pål Trefall
squad load balance tweaks
Improvements and performance in Squad Manager.
Fixed compile
Forgot these
Take Squad Manager off invoke and load balance it.
More on auto-balancing load balancers
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
1 March 2018
Diogo Teixeira
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
Testing potential fix for culling error
André Straubmeier
Merge from mainrelease
Merge from mainrelease
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Maurino Berry
chainsaw holster info
merge from main/ch47
skin approval
slightly less health on scientist NPCs
fix for weird sprint/aiming thing
scientists have new loot tables added spas-12 and incendiary rounds to airdrop fixed bug where scientists had 100 health instead of 200
nailgun slightly higher rate of fire
scientists now spawn with spas12
#if server fix
third person chainsaw particle effects LODComponentParticleSystem ensures initilization now incase another script calls hide/show from OnEnable or Awake
Pål Trefall
Junkpile scientists disabled by default. Military tunnel scientists enabled by default.
Added a bit of aimcone to m92 for AI.
NPCs don't use foot ik/ai_behaviour_14
Small tweaks to junkpile scientist behaviour
Small behaviour tuning for Scientists when they have no cover in range and can't see who is shooting at them.
Matt Isaac
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Vincent Mayeur
Some fixes to old static prefabs - cosmetic/materials
Grass - terrain splat and dynamic grass colour adjustments to better match each other
merge from main/tree_revamp
Alex Rehberg
Lower chainsaw pitch + volume tweaks
Chainsaw sound tweak (remove stray EQ)
Chainsaw sound playback polish