33,227 Commits over 4,109 Days - 0.34cph!
test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
Missing files for new sound system?
Fixed bug in OnEnteredVisibility
sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
fixed bug with tap strafing causing massive amount of footsteps being spawned.
Updated Lidgren to latest
Tweaked variables
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
Added removemoderator
Added removeowner
Server timeout tweaks
Fixed compile error
Moved editor code to place where editor code should be; ma bad
Use unacknowledged message count to work out if we're congested
Should fix item warnings on server load
Spawner code formatting/cleanup
Fixed terrainLegacy shader base normal orientation to match detail normals; testLevel lighting now decent again
Restored petur's last parallax tweak in testLevel's terrain mat
Generated a new terrain normal atlas; dirt height was bad
Fixing errors in TestLevel and likely others as well
Added assignable icon for placeholder/unused splat slot
Lowered default maxunack, multichannel snapshots
Initial version of the dynamic cull grid
Updated anim events for vm rock attacks
Merged NPC steering improvements.
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Removed short NPCAI time warnings.
Updated salvage axe attack2 hit anim
Added simplified salvage axe idle, updated blends on controller
Made monuments block other stuff from from spawning inside them as well
Hacky biome and topology map loading for TestLevel
Updated water to latest version
Fixed water shore fade and refraction
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
rigged the sawed off shotgun and started animating it.
Undone maxunack checks (should fix client input freeing)
Slightly toned down the dreamlike bloom.
Cleanup & files for Diogo
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelease 5
Reverted water breaking changes