112,344 Commits over 3,928 Days - 1.19cph!
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
More cleanup + can fly helicopters
PlayerModel cleanup, optimizations and fixes
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Fixed water visibility trigger overlap cases
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
cave_small_medium layout
3 extra cave blocks to add granularity
backup current terrain files and splats
cave_small_medium base files
caves dressing cont'd
rockwall ladder/climbing mesh/prefab
temporary lava decal prefab
Skip adding the CL entity name prefix if the game object name already contains it
4 new cave blocks - models/hulls/colliders
Avatar, Friends list hookups
Added foliage displacement debug (via terraintexturing)
windmill no longer craftable
Fixed unlit campfires hurting players after server restart
updated spawnpoint gizmos to accurately display prefab that will be spawned
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed viewport resize breaking water when reflections are enabled
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Stone gate gibs are no longer the incorrect wood gate ones
door_barricades gibs double sided
Optimized BaseEntityChild.Setup