33,378 Commits over 4,109 Days - 0.34cph!
Added replicated convars
Accidentally re-wrote half the console system
Listen server creators are now admins
Fixed Jog Left being fucked
Added writecfg, server.writecfg
Added wind to grass shader
Added smooth fadeout to grass shader
Added foliage shader (without wind for the time being)
Improved grass LOD transition
Made grass renderer auto-disable if the mesh of a patch is empty
Made grass atlas only tile in x direction to avoid uv bleeding
Grass and foliage shader OCPD tweaks
Improved grass LOD transition
Changed how scripts interact with terrain data and math
This should be somewhat future-proof now, but some things might still change
Server performance, prevent ticks from bunching up
Attempt at fixing the terrain texture / normal map blurriness
moar waterpipe shotgun animations
Added replacement menu test scene
Fixed console variables not setting (schoolboy error)
Run tick cycle every 60th instead of every 30th
Fixed exception when cancelling task when no tasks exist
Added FPS graph (fps.graph true/false)
Tweaked FPS graph to display raw rather than smoothed values
Added methods to get interpolated values from the thread safe terrain math class
Various grass and decor system tweaks
Terrain height has to be interpolated and normal can be nearest neighbor
Changed WorldItems item network updating from ticking to event based (server performance++)
Fixed not saving properly
Added editor menus to load/save
Moving HTML stuff around a bit - using angularjs
Added Sentry error reporting
Use software HTML rendering. Which is a shitload faster for some reason!
Enabled read/write on terrain textures - which apparently fixes the "Failed to get pixels of splat texture" error
Fixed client "same key already exists in the dictionary" with string pooling
Merging HUD UI and angular app setup
Error logger, add current dll timestamp
Deleting WebPlayerTemplates again
Fixed editor errors when running client only
Fixed bow viewmodel prefab creating errors
Added HUD UI html example and updated test scene
Recompiled JS with -bare option
Only send errors once
Properly complete the stack trace if it's missing
sprint left/right animations
Added stacktest command
Added further checks to client.connect
Added public size and water level accessors to TerrainMath
Error logger - always generate our own stacktrace
Handle terrain bounds correctly when spawning grass and decor
Refactor some terrain generation code
Save memory by setting up voice data on demand, instead of allocating buffers for each player object
less shit stack trace in errors
Time of Day update to 2.0.8 prerelease 1
Split the decor system into two parts
Dynamic objects are spawned and despawned around the camera as the player moves
Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator)
Made the decor system splat type selectable
Minor cleanup in the grass system code
Fixed terrain noise import settings
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures)
Switched terrain texture compression to automatic