239,545 Commits over 3,837 Days - 2.60cph!
balanced heli loot
added crashsite
balanced movement
added death state
lightex has optional offset
bunch of stuff I can't remember
FOR FUCK SAKE tweak room prefab
!A WIP wall
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
Bullet impact decals abound.
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
A bunch of extra gunshot sounds
Testing some performance tweaks in Unit+Senses and Stat.Tick (implemented IComparable on IStatModifierTickable for faster OrderBy
Fixed Agents getting stuck in a BehaviourGroup
Fixed a stupid thing in SuitableMateCosideration
Consideration refactor, allowing considerations to consider both Myself and Target from a DecisionContext in certain... contexts.
Tweaking BehaviourGroup membership
Owl ready anim, backhand anims
Added anim template
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
more decal changes and Torch VM smoke tweak.
weakspot implementation v1
Each shot animation can now have individual return power
Fixed SoundDefinition NRE
Fixed all icons highlighting like beltbar icons
Made GraphicRaycaster toggling less hacky
Temp fix for footstep spam on 5.2.0
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Moved Duration for Timed Stat Modifiers and Timed Effects to tick every 15th TOD Minute, rather than every TOD Hour.
Try to stop menu music when loading music starts
Fixed server join button colours
Fixed server history not showing
LOD distance calculation is per-object
Fixed respawn screen not showing properly if escape pressed while fading in
Database indexes
Life stories are saved in a database
Life story records time born, time died in unix timestamp
Show death info when rejoining a server
Death fadein screen is a little bit faster
Note item is a default blueprint (it's still useless, but it will stop people wasting shards on it)
Don't batch door colliders
Changed serve mechanic
Fixed plugins for xbox
Rewrote to a list of effects pending removal, rather than removing them on the spot. No longer need to buffer effects list before ticking it.
Added Eating Effect to Consumables, which required a Duration (tick) support in Effect.
Misc tweaks to Effect.
A few material tweaks
Added all wood gate models, also collisions and gibs
Gate prefab update / Atlas texture update
Fixed minor tickable modifier bug when it applies to BaseValue, it now applies to statBaseValue.
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode
Driftwood decor params and some mat fixes.