30,769 Commits over 3,867 Days - 0.33cph!
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
added loot_crate_B files.
added loot_crate_A files.
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
Adding lods for the smoke stack, hopefully in the right place this time ;)
view model fishing rod sound effects.
fishing rod animations (catch fish / catch nothing)
Added vm bob to bone knife prefab
tweaked bone knife vm anims
Fixed the bad ambient light and smog.
idle / holster / deploy animations for the view model fishing rod
tweaked bolt rifle vm deploy anim
Added mesh position offset to grass system
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
view model fishing rod rigged up and testing some animations.
Tree colour tweaks, to match the grass better.
Changed every non-arctic forest. Added FoliageTrigger PH script. Tweaked sky and spawn handler settings. Probably broke something of Andre's stuff too.
updated player weapon idles ( rock / pickaxe / bow / rifle / pistol / spear )
Backing up before I wreck shit.
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
improved rock player idle
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Unduck if pressing jump while ducked
Should fix EAC errors when more than 256 players on a server
Fixed not loading entity parents from saves (fixes missing locks on load)
Server always loads by default unless -skipload is on command line
Reversed earlier change to Lidgren
OmniSharp-induced code cleanup (even found one bug, yay!)
More files being backed up for the upcoming forest overhaul.
Wolves and bears now made of flesh instead of stone.
Fixed railing creation physics push glitch
Consolidated some common errors
Error reporter reports current level name
Fixed NRE in model.trigger
Error logging now ignores errors from Oxide
Fixed NRE in Effect.Init