30,719 Commits over 3,867 Days - 0.33cph!
Added LZ4 compression lib + wrapper
Added server perf.csv spitting to server
Attempt at fixing motion blur resize issues
Fixed assert in Item.RemoveFromWorld()
Removed Tick
Fixed fire gobbling too much wood
Added overlay refresh to TerrainMeta
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Fixed NRE when user disconnects during auth
Attempt to keep the dedicated server from loading any terrain textures
More specific profiling on TransformChangeMonitor
Added build version in DS title
Tweaked the sky, and fixed a campfire material.
Now using Engine.IsDedicatedSever instead of .batchmode
Breaking Transform Monitoring into buckets
Keep the console at native res
Fixed infinite loop in FormatMemory
Added gc.collect
objects command now shows memory usage
Fixed terrain overlay texture index calculations being slightly off
Refactoring
Unified network position lerping, less shitty
Fixed schoolboy error (got client and server the wrong way around)
Added LUT blending
Reordered camera image effects in an order that seems to make the most sense
improved several of the wolf animations; finished adding all the sound fx for the wolf
Update terrain generator test scene
Added overlay support to the terrain shaders
Fixed weapon worldmodels floating 30 feet in front of player
Bow can now fire arrows (wip)
Fixed GameTrace sometimes returning too early
Can pick up dropped world items again
Fixed terrain overlay value normalization
Added overlay sampling to terrain cginc
Added more variants of the terrain layer masking functions
More work on the terrain overlay system
We can cache these messages and reuse them to avoid GC churn
Added terrain overlay textures
improved some wolf animations; added a new death animation for the wolf;
Updated TerrainMeta class description
Improved TerrainOverlayAdd