108,634 Commits over 3,867 Days - 1.17cph!
High gate boilerplate
RPC Distance test debug output when fails in editor
Door close "delay" on server
Death screen temp fix - UI bug in 5.2 here, content resize/layout doesn't seem to work in scroll panels
Pieshape converting to OnPopulateMesh
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
improved torch.viewmodel FX's exactly 35.3859%
Merge from unity5.2.0f3_changes
Survey_crater_oil now has Bubblin' crude.
More Canyon work, big sewer rooms collision work
better mesh particle materials
Canyon progress
Added two big sewer rooms
Merging holosight branch into main
Can equip mods by dropping onto weapon icon
Weapon slots shown on icon
Water: matching refl occ fade-in
Water: quality adjustment fix
Water: Fixed shore blending artifact
Canyon early work backup
Water treatment plant stuff
Converted cold overlay to ScreenOverlayEx
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Added dryfire effects prefab for crossbow to fix sound not playing
+1 railing model
Water treatment plant lootcrates and statics
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Water treatment plant backup
Electric buzz sounds for petur
Slight left/right panning on local player footsteps
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Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
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PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections