256,476 Commits over 4,018 Days - 2.66cph!
Don't frustum cull CMapClass before rendering if the entire parent node is visible
bSoftwareLighting = false for Hammer
Fix input issue in CLIENT+SERVER mode
Batch drawing of vertices for CMapSolid in Hammer
Minor edits. Rebuilt protobuf proj.
Turning interp clock debug off
Get variable interpolation clock to set a value earlier. Not a server perf fix, just less stuttering on clients with lots of lag
Improved performance when rendering translucent objects in Hammer
trim selected pixel range clipboard
Don't print BOTH save messages
Add revision info to server console
lighting tweaks and concet art tests
added reflection probe and skybox, tweaked gun position
starting on concept art for ui, created node grid and most nodes
Removing WaitForEndOfFrame use on the server. This is currently broken in batchmode in the latest version of Unity. Bug here: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
WIP new weather/seasons UI widget, related seasons and weather event refactoring
Don't try reloading the UI if we're quitting. It'll be null now anyway.
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3rd person player anim tweaks
Forgot to commit this from the office
Criminals don't get welfare in jail.
Fixed website settings
Create project fixed
Periodgraph widget
Corpse despawn time scales with the rarity of the contained items
Automated Windows Build #18
Change how HitResult is used, gotta fix unresolved external
:octocat: Added .gitattributes & .gitignore files
NodeShooter initial checkin
Automated Linux DS Build #18
Automated Linux Build #18
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Constructors on unreal types shouldn't be allowed
Sort of tarted prison up a bit, chat message fade.
Dropped items despawn about two times slower
Overgrowth texture desaturation on the yellow range and overall brightness increase
Terrain grass texture sat increase mid yellow/red
Grass splat color tweaks, Overgrowth tint color tweaks