127,963 Commits over 4,109 Days - 1.30cph!
Added LOD3 for beanie, bandana, boonie and balaclava
Tweaked waterside rock terrain adjustment
Corrugated_c industrial roof textures
Debug player model gender
Fixed ragdoll model gender
corrugated_d texture set with blending masks and materials ready
material_zoo update
Cliff mesh variety and visual improvements
increased emission of ceiling lights
Mesh replacement fix (hopefully)
Fixed viewmodel shadow shader errors on legacy opengl
Fixed chromeheads caused by low shader lod
fixed metal facemask bug causing it to protect way too much
rebalanced metal facemask so you take 40 damage from an ak headshot ( instead of 3-6, whoops! )
syringe heals 15 instantly and heals 20 over time ( slight buff )
brought bucket helmet, coffee can, and riot helmet protections down to match up
Imporved conform of LOD3 head shape. Removed any variations in collision meshes.
metal_panels_d texture set with blending masks and materials ready
material_zoo update
Fixed warnings
Added -nowarn:0618 to gmcs.rsp
Fix for disappearing holosight (#671)
ceiling light placement bug fixes
manifest
Reduced holosight texture to 128x128
Kick idle players after 30 minutes
item attachments are refunded when weapon is used for crafting (eg. sentry)
Fixed missing skinned collider of some clothes
Cleaning out old player model/skin assets
fixed shelves being able to be placed inside one another
fix for freelook while ADS
arrow heads fbx with textures, materials and prefabs
resized ao for arrow heads
grenade throws more reliable
throwing grenades is much quicker (less delays between actions)
beancan grenades are more reliable ( less dud chance )
Improved asian skin tones
beancan deploy duration fix
bandages and syringes stackable to 3 and 2 respectively
Various splat mapping improvements
River source prefab adds decor topology
Forest rock clutter and bushes
Rougher grass, less lawny
Subtracting
13980 (temp powerline fix)
Switched back to post-based SSAO
Don't idle kick admins/developers
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)