198,646 Commits over 4,140 Days - 2.00cph!
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
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Fixed the DataEditor slow startup
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
Added UnitCollection Blackboard key
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Added Scenes menu, to load common scenes in fewer clicks
Deferred entity destruction tweaks
Some changes for more accurate profiling
Fixed stupid things in DebugToolTab
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
Updated lighting prefab for monument scenes with latest camera / skydome
updates to player preview source anims
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing
Upgrade panels now black out when they're fully upgraded
Updated the speed traps to have time limit
Added jump and temp stunts
added collision to side and rear of jump ramps
Ghost truck placeholder material
Ghost mission now spawns a ghost truck instead of a cube
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
Flipped numpad camera X input axis to match gamepad controls
Clamped ghost playback rate
Fixed missing building block placeholder mesh on pooled building blocks
Temp UI for ghost mission