34,089 Commits over 4,171 Days - 0.34cph!
Performance.memoryAllocations is stored as megabytes
Reduced maximum time per frame to use for clientside network message processing some more
EffectRecycle optimizations
updated overlay_bleeding maps.
Added ghetto-ass support for normal mapped screen overlays
Fixed server compile error
updated overlay_bleeding_height map to Petur's superior version.
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
Projectile prediction tweak
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed EffectRecycle lifetime calculation
Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Slight left/right panning on local player footsteps
Electric buzz sounds for petur
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Added dryfire effects prefab for crossbow to fix sound not playing
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Converted cold overlay to ScreenOverlayEx
Merging holosight branch into main
better mesh particle materials
Survey_crater_oil now has Bubblin' crude.
Merge from unity5.2.0f3_changes
improved torch.viewmodel FX's exactly 35.3859%
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
Pieshape converting to OnPopulateMesh
Death screen temp fix - UI bug in 5.2 here, content resize/layout doesn't seem to work in scroll panels
High gate boilerplate
RPC Distance test debug output when fails in editor
Door close "delay" on server
Hacking around linear/gamma fuckups in UnityEngine.UI.Button.colors
Missing meta file
No longer cull objects right after instantiate (could make them temporarily invisible until their mesh was batched)
Fixed ReverbZoneTrigger LODing
Increased LOD grid cell size some more
Fixed BaseEntity.RPC not compiling in-editor if set to SERVER
Fixed missing reverb zone collider reference on satellite dish prefab
Fixed weapons + weapon attachments sometimes dissapearing when transitioning between network groups
Added admin.mutevoice <player>
Added admin.unmutevoice <player>
Added admin.mutechat <player>
Added admin.unmutechat <player>
Should fix the player getting stuck in wounded state