124,053 Commits over 4,171 Days - 1.24cph!
Fixed steam inventory schema not using the skins to generate
fixed hat.beenie short name
Server keeps 4 backups of the identity folder with increasing time intervals
Dressed the large deployables foundations
merge from large deployables
CHanged the high wall wood type LODs over to the atlas texture
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Fixed lastPositionValue being uninitialized on a freshly spawned player
Fixed an issue with the wood compound wall missing collision links
Server save optimization test
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
finally fixed the bug where the player's head would deform and look super ugly.
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Fixed uv set selection in blend layer shaders
Fixed compilation error in internal-deferredreflections
Updated vertex lighting code in BillboardLight with latest spotlight code
Fixed player teleport bug/exploit
If booting in mono, switch to stereo mode (hopefully fixes crashes of people with headphones plugged in (unity!))
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
Fixed player skeleton gizmos
Fixed issues with Env Refl Horizon Fade
Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
Balaclava model, mats, blah blah blah
Testing a rubberbanding theory
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Moved all our barricades to the prop atlas texture
Tweaks to the retaining walls terrain blend material
Patched ShadeVertexLights to support up to 8 lights (unity max)
Adding normal map for the previous atlas
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Reduced rain probability some more
Network++
Added batching to all compound walls and barricades from the second texture atlas
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Fixed protocol mismatch messages being reversed
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
added some new muzzleflash sprites that look more random than the previous.
added a relaxed gesture for the 3rd person rocket launcher idle
adjusted some viewmodels to have snappier aiming
adjusted some muzzleflashes to not occlude targets
updated hitbox damage scales
Weapon deploy, swing, and reload sound polish. Loot barrel sound polish.
bunch of lootspawn table changes
bone and wood armor no longer default
Rocket launcher volume fixes