127,949 Commits over 4,109 Days - 1.30cph!
Updated crash reporter URL
road_decal textures
road asphalt textures
Holmzy's Law: When admins give items, announce it to the whole server in chat
Moved secret debug keys to console commands (lookingat, noclip. debugcamera, drawcolliders)
Fixed missing textures on key lock
Fixed rock particles from colliding with player collider
updated loot tables
updated icon for semi auto rifle
protocol++
fixed semi auto rifle ironsight offset
Water2 parity changes from before; improved distant fog
Fixed skin ambient lighting
Fixed invisible collectables (placeholder models)
Fixed using blueprints as ammo
Large water catcher is researchable
Don't receive voice chat when dead
Removed some un-needed errors
Building deployable prefabs
Generic deployable prefabs
Retired LODBatch (use RendererBatch)
Scripts can declare that they handle batching (IBatchingHandler)
Include mesh upload time in load balancing considerations
Print command line during bootstrap
Command line -connect test
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Skip LODs that use multiple submeshes (for now)
Batched mesh readonly fix
MeshCull plays nice with batching
Water specular and smoothness control (doesn't affect SSR)
Updated water and river materials
Automatic batch splitting when vertex count limit is reached
Compile fixes (CLIENT / SERVER)
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads
Fixed seams in foam noise texture
More foam options; parity
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Implemented goosey's holosight model