5,239 Commits over 2,192 Days - 0.10cph!
Added FirstPersonEffect - which changes sounds to 2D if we're the source and we're in first person mode
Added muzzle to thompson worldmodel
Fixed weapon items not all having the right effectPrefab set
Removing debug output from ItemAction_Metabolism
Footstep sounds for Dirt, Forest, Rock, Sand, Tundra, Wood and Snow
Tweaked volumes of animal sounds
Fixed footsteps being broke
changed autospawn/resources to autospawn/resource
protocol++
Ifdef'd a bunch of shit that the server doesn't need to be fucking with out of PVT and Amplify Motion
Making some textures compressed
Stripped out ravenclient - was causing freezes, slowdowns, find better solution
Changed background scene into a scene2prefab
Re-added UnityEngine.UI.dll (fixes broken player nametags)
Disabled TexturePostProcessor (was forcing all texture max width to 4069, instead of newly added - as was the intention)
Fixed background bear bullshit
Untagged background camera from being main
Don't treat the menu background as a monument
Fixed some building components having broken materials
Fixed broken material on metal plate torso
Protocol++
Fixed railing being deployable over doorway
Results from a fresh import
Removing BuildOptions.UncompressedAssetBundle - hoping it fixes "blah blah is corrupted! Remove it and launch unity again!"
Force inclusion of the player nametag material
Prevent some NREs that shouldn't happen anyway
Don't allow sleeping when dead
UnityEngine.IUI.dll is a candidate for causing "[...] is corrupted! Remove it and launch unity again!" messages
Disabling player nametags for now
Added debug messages to bootstrap - so when self check fails people can see why
Fixed rogue ifdef in FogVolume - which was possibly breaking serialization
Added TestResources self check (slow & noisy, disabled by default)
Updated UnityEngine.dll used by plugins
Fixed CommandLine.HasSwitch failing when called before initialize
Moved stuff around to avoid #ifdef editor serialization warning/errors
Fixed crash in radiation overlay (calling isPlaying on an AudioSource without a clip)
Fixed not being able to jump through windows
Fixed missing material on wall upgrade/transition
Fixed deploying sleeping bags half in a wall
Mitigate DDOS connect attack's ability to close down a server
Don't load saves on startup (until tree bug is fixed)
Group "Cannot create FMOD::Sound" warnings together
Group Mismatched serialization in the builtin class" warnings together
Insulated array exception in PVT PrePassRender
Changed [AmplifyColor/Motion] not supported errors into warnings
Fixed NRE in server.StartMessage
Be less verbose when being ddossed
Server build now (attempts) to strip out client only stuff - like textures and sounds
Changed how MeshCollider works to operate without a SkinnedMeshRenderer (for serverside)
Changed some ifdefs to diagnose the corruption issues
Menu Background is now a scene instead of a scene2prefab
EAC is less verbose
Fixed EAC not de-registering shared accounts properly
Changed [AmplifyColor] errors to warnings
Fixed NRE in server.Kick
Fixed ContextMenuUI/ItemCommand.Run NRE
Made server builds more resiliant against failures
Made menu terrain non static to hopefully prevent Enlighten from crashing
Some serialization oddies fixed
Removed water from MenuBackground (seems to fix corruption bullshit)
Made menu music streaming (instead of in memory)
Don't print packet errors from unconnected connections
More coherent logging - to try to trap the crash on osx issue
Fixed wrong index on string.Format
Server blacklist - block all the servers of the redirectors and fake player counters
Fixed sometimes double printing to the console
Restricted vis.lerp, vis.net to editor (they were being used to cheat)
Made client tick more fps independant
Made wooden hammer shitter at gathering