121,129 Commits over 4,018 Days - 1.26cph!
Admins can get combat log of other players
Fixed editor error from removed convars
water_well_c scene progress backup
Removed some test / debug convars that should no longer be used
Show Report Button on death screen
Attacker name more faithful to ingame name on report page
Game objects tagged with "Server Cull" or "Client Cull" are deleted even if they have components on them (for example animal GameTrace collider on the server)
When culling components from objects, nominate the game object for deletion as well (but only if it had removable components on it)
Fixed potential number overflow in hiz [https://sentry.io/facepunch-studios/client/issues/275955527/]
Slight improvement to AI LOS.
Try setting the appid via SetEnv
Collapsed water tower structure models WIP
water_well_c mini monument scene files prep
show different arrowheads for bow / crossbow ( in 3rd person )
fixed explosive ammo bug
no longer need to aim slightly away from target to deal maximum damage with explosive ammo
Fixed reflections when fog=1; had to drop fake dir refl occlusion
Touched all relevant shaders
Added more profile samples to morphcache
Saved some heap allocs on morphcache.setup
Only check workshop download status once a second
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
Fixed profiler sample mismatch
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
Fixed a few lift/elevator occludee bounds
water_well_b mini monument progress backup
Run server for staging branch if running with -staging command line
No more spamming shelves on roads
Retired "Viewmodel" layer as it is seemingly unused
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Fixed foliage tinting randomization
Merge from weekend_branch_6
Jack O Lantern can no longer be placed through walls
Jack O Lantern can be picked up
Jack O Lantern only accepts wood
Vending machine correctly destroyed if construction below no longer exists
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water_well_b mini monument backup
Pine trees mesh and texture polish
Only apply the LOS raycasts we have to apply for NPC senses.
Touch-ups on AI profiling
Adjusted scientist vision range (optimization).
Tweaked spawnpoints/coverpoints (optimization).
Fixed bug causing overhead in sample circle.
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arrowheads now show up in 3rd person
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
A couple more profiler hooks.