5,239 Commits over 2,192 Days - 0.10cph!
third person camera doesn't go through stuff
Don't allow spectating self (!)
DOF: if looking at an entity with eyes, focus on them
Console System handles Vector3 properly
Thirdperson:
- rotates around bones, locally
- cambone var defines which child bone to rotate around
- mwheelwheel zooms in and out
- rmb + mwheel changes fov
Fixed stack overflow when ShouldNetworkTo'ing self
dof_blur, dof_aper now saved vars
Added warnings when trying to parent entity to itself
Added warnings when trying to parent entity to its child
Fixed C4 parenting to its own child
Removed steaminv.del outside of editor
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Fixed knockers not censored in inventory menu
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
Players stand in player perf scene
More sensible thirdperson defaults
Automated benchmark framework
Put benchmark maps in bundles
Changed resolution dialog to hidden by default (but added -show-screen-selector to launch params so behaviour is consistent)
Fixed Benchmark nosteam error
Init targetFrameRate when running benchmark
SkinnedMeshCollider Benchmark
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
"Cannot mark assets and scenes in one AssetBundle"
Slight change to how bundles are built (hoping for faster build times)
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Add scm changeset number when building
Include unity version info in benchmark results
Don't pop up results for automated benchmarks
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Call SetHierarchyGroup in standalone too
Removing PVT test from benchmark (crashing shit)