248,593 Commits over 3,928 Days - 2.64cph!
PerformanceReport - use floats not doubles
Log when reporting performance data
Fixed a crash with Entity:SetBodygroup
Added extra server profiling
Fixed server performance issue(s)
Disabled ambient sound system by default (debugging freezing issue)
Made lanterns destroyable
tone down the ak47 muzzleflash so it's not as blinding
improvements to the ak47 animations (fire / depoy / reload)
Updated splat selections in rad town scenes and prefabs
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Added Trainer forehand run outro test anim
Going home implementing sway.
Reverted accidental water render queue change
Fixed game hosts timing out if many are instantiated in a row.
Slight IK look at changes
Blending run and hit animation experimentation
Optimized how entity positions are networked
Fixed camera instance spam.
- Switched to one of the concept ship models
Working on streaming sounds rather than loading them immediately, fixed error when using `Debug.Log()` on a background thread.
added effects.footsteps
added effects.ambience
removed erroneous materials folder. added new test_court planes for gameplay modes, tweaking cloud city buildings to blend in to skybox better
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Improved splat and color mapping across the board
Cleaned up gamesignal bullshit
Animal attack noises
Fixed melee swing animations (properly)
Fixed loaded items not cooking/smelting after a load
network protocol++
Tweaked rock placement parameters to form bigger, more compressed clusters
Added sping based weapon recoil.
Updated Trainer upperbody forehand test
Metabolism changes now networked immediately
Fixed melee attack swings not playing
Reduced torch brightness
Added Trainer forehand upper body only anim
Added `Debug.Profile()`, moved sound loading to when each sound if first used.
Updated TENN forehand / backhand_stretch anims to stretch further