113,915 Commits over 3,959 Days - 1.20cph!
Console prints new playerseed
Female dark skin textures & skin sets
office posters update, final version
code cleanup
bradley can follow dynamic paths
Fixed NRE on query unregister
Flare shader cleanup
added flares to flashlight/laser
flashlight flare big enough to disorient targets
Added Billboard Via Shader toggle to SimpleFlare to offload billboard work to shaders
lr300 recoil pattern is more vertical before horizontal
recoilcomp convar now works with lr300/mp5
mp5 recoil pattern changed
ore break effect increased in size to account for new ore models
Tweaked pathfinding and scan for positions.
More ai performance testing/tweaking.
More work on optimization of cover points and navmesh grid.
More item description updates and fixes
SavasIsland uses new foliage
Fixed terrain anchors being ignored on clutter
ProcessGPUDeviceRequests on MainCamera called only when necessary
Fixed import settings refresh on freshly generated packed textures
Added toksvig roughness AA to texture packing phase
Added higher quality compression mode to dds util
Extended imageutil loading options and cleaned up code
Added additional snow mound LODs to prefabs
More item description updates and fixes
Subtracting EAC API updates (let's try again next week)
Only set isGameInitRun when it actually succeeded
Additional snow mound LODs
Density / distance tweaks
Supermarket texturing progress
Spawn snow mounds and snowballs as clutter (might need some more tweaks)
EAC profiling + hopefully GC fix
Snow mounds / Fixed pivot points
Deleted old terrain atlases (PNG)
Updated terrain texture atlas
More item description updates and fixes
Blank hair prefabs (so we're not overwriting existing ones)
Made supermarket shelves slimmer
EAC networking fix
Network++
Updated Facepunch.Raknet plugin
Ensure BasePlayer IsRunning and IAIAgent IsRunning doesn't conflict (renamed to IsNavRunning).
Work towards optimizing cover point management. Still causing some big spikes now and then.