113,084 Commits over 3,928 Days - 1.20cph!
Enabled vertex compression in player settings
Mesh batching for static quarry and pumpjack
Don't network spectating players
Decor autospawn rock distances adjustments
Rocks compression
Dungeons rocks LOD distance adjustments
Big batch of dungeons LODs and drawcalls reduction
Added frame construction socket type
Updated wall frame / double door prefab sockets
Fixed prefab ID on metal double door
Fixed bug reporting error
Added tags to wall.frame prefab (though these are optional... I think)
Divide by zero error (uncommon)
Made player movement more direct
back up
added frames test scene
Prepare prefabs
Forgot icons
Added wall.frame to planner
Added wall.frame icon
building parts use atlased material and Renderer LOD
Batching vertex count / submesh cutoff is adjustable via convars
Added refresh_colliders and refresh_renderers console commands
wall.frame linking and collisions paths
Added automatic mesh splitting to collider batching
changed material settings for some of the addon textures so they don't look so blurry from firstperson
tweaked the 3rd person rifle pose so it's more aligned with the 1st person.
updated beam effects (again)
fixed 3p laser perf issues
updated flashlight beam texture
laser recoil bonus nerfed to 20%
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
New Building frames prefabs setup WIP
Animations and additional files
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Fixed NETRCV_ReadBytes returned false on suicide
reference coroutines by IEnumerator because stopping them with the Coroutine class throws errors (300 errors an hour)
Fixed keys.cfg overriding new keys added in keys_default.cfg
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor