33,191 Commits over 4,109 Days - 0.34cph!
fixed bug with footsteps sounds not playing when the player is turnign in place or jumping in place.
fixed some walk animation not playing footsteps
Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
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AmbienceManager uses IComparable implementation instead of delegate to sort emitters
AmbienceManager profiling
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Fixed issue that made constructions placed via the planner awake at world origin on the server
Fixed building block sound cutting out on placement
Keep serverside sleeper collider enabled
Adjusted high external wall and gate deploy volumes
Tree colliders now more accurate, instead of just looking like pills.
Roofs offer sideways support for walls
Changed roof sideways stability supports to female only
Serverside tree collider preprocessing fix
fireballs are extinguished by water
torch extinguishes underwater
Get official servers from url, not from steam
More accurate EAC kick messages
Client doesn't need clientinfo anymore
switched back to the old walk/run animations
Moved protobuf shit to a seperate library
Underwater rendering (finally) with half decent lighting and scattering (Q=1-2)
Revamped water optics for more natural coloring, extinction and scattering; easier tweaking as well
Fixed some issues related to depth maps during water rendering + a few optimizations all around
Moved networking base to its own dll
More library organisation
flies spawn around dead ragdolls after a few seconds
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Soft target melee weapon impact sounds + some impact sound fixes
Fixed terrain edge transparency problem when sunshafts are enabled
removed some code that isn't required anymore (was for setting player acceleration in mecanim)
Saved one pass on water geometry after taking my head out of my ass
tweaked the gooseman flies looping effect.
PerformanceReport format fixes
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
Better fly swarm motion/texture
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
Fixed massive performance hit in water quality modes 1 and 2
Fixed 40 byte per-frame leak on riverless maps
removed footstep sounds when player turns in place (it was freaking people out)
Fixed dx9 compilation error in DepthOfFieldScatter shader
Fixed dx9 water issues
More dx9 water fixes (nvidia)