255,046 Commits over 3,990 Days - 2.66cph!
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
Changed how diagnostics reset, added diagnostics to Unit
Fixed SpawnHandler wasting frames and causing long ass load times
Fixed bad default quality settings
More refactoring of Beliefs to Opinions, added OpinionTypes, fixed existing data
Added OpinionSettingsEditor
Bone club vm -fixed popping from throw cancel to idle
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Merge branch 'master' into diagnostics
Finished off basic divergence testing
Merge branch 'diagnostics'
Finished off basic divergence testing
Fixed issue with graphics settings and custom screen space shadows
Mesh.Add, Mesh.CopyFrom, Meshes.Combine
Model.CombineMeshes, Model.IsValid
Bsp calls CombineMeshes (reduces draw calls from 10k to 200)
Play impact effects (temporary)
Penumbra toggle on point and spot shadows
Slight refactor to deferred shadows to allow penumbra toggle
Added graphics.shadowquality convar; 0=low/hard, 1=med/soft, 2=high/soft+penumbra (default because it's 2017)
Nuked unnecessary files
can rotate pxc 90 degrees during gameplay
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
Merge branch 'master' into diagnostics
Refactored out and deleted NetworkClient
more BGQ
Save entity position relative to parent entity
Fixed invisible locks on server restart
Disabled blocker search early out in directional pcss due to artifacts
Disabled penumbra shadow filter noise to help with flickering
re-added player y position smoothing
nre fix in NearMountPoint
sound NRE fix
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
increased size of chair prevent building /deploy volume vertically
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Fixed weird directional light angle
Time of Day manager now has a IsNight method for more consistent night behaviour
Chest now drops a torch if it's night time
Reparented torch to shield
Shield breaks on first hit but blocks damage
TOD items get notifications when the game starts
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
Fixed cooking chance math bug.
More food stuff.
NetworkSyncStats. A spinoff from NPCStats
The beginnings of item trading
adding WIP slasher attack FX
TOD Stuff
Neon materials
TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon)
More neon stuff
Beliefs is now called Opinions.
Units can now like or dislike particular entities.
People will sometimes go and look at things while wandering with a preference for things they like.
More of the consumables.
Cleaned up some old Rust ones.
Adjusted searchlight and heli light shadow radius