31,196 Commits over 3,928 Days - 0.33cph!
Tweaked performance report
Optimizations and error fixes
Layer culling tweaks
Enforce building skin layer
Improved the wolf attack animations
improved a bunch of viewmodel screen shake effects for all of the melee attacks. (reduce the exposure of the floating arm)
fixed a bunch of melee attacks that were showing missing polygons
Removed debug line drawing
Fixed default ragdoll parts
Made cargoplane/airdrop/bridges/monuments visible at longer distances
Slowed down cargo plane
Some Clientside profiling
Fixed stability system not marking some surrounding blocks as dirty
fixed the water splashes (they don't glow in the dark anymore)
Conditional model sorting perf fix
Invisible player fix (hopefully)
Spectator mode fix (hopefully)
Fixed death info not being passed to OnKilled
Fixed ragdoll update perf
Eating effect broadcast bug
Made iso noise more subtle
some tweaks to the 3rd person jump animations
and 3rd person rifle deploy / reload animations
Theoretical fix for invisible players
Added climate prefab to TestLevel
Increased overall brightness of the night with full moon
Fixed window bars not deploying
More planner guide debugging
Hacked the floors and foundations to be failsafe
Terrain map memory amount report fixes
Ragdoll tweaks
Planner guide switching debug
Adjust znear if in-eye view or viewmodel
Upped default max gib count
Sort conditional models queue by distance from the camera
Fixed the wall.dorrway.wood block missing LODs
Fixed a case where stairs block prevents floor spawn
Fixed some missing scripts
Fixed some icons not showing on crosshair info
Added some missing icons
Removed unneeded code
Rebuilt wall.doorway.wood (broken merge?)
Further optimizations on stairs blocks lods
Fixed not playing wounding animation when crouched
Reduced health of twig blocks
Fixed guide sometimes not changing when using bluepint
Reduced chance of surviving a wounding
Added lods on two halfheight blocks
-fixed stone pickaxe not playing the hit_attack animation
fixed some bugs with the view model hatchet "hit_attack" not playing
Bullet impact volume tweaks
Less pitch variation on gunshots
improved the flinches for the horse and stag
forgot one thing in this bad boy twig