6,606 Commits over 2,192 Days - 0.13cph!
Disable dynamic znear in playermodel scene
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
Added bucket helmet
Added coffee can helmet
Start with only rock
Deleted mudpants (no lods, no rig)
Increased max size for tshirt, snow jacket textures
Changed compression stuff on audio (for performance)
Fixed Global Fog being enabled on camera by default (turn on/off when entering/leaving water)
Build a 64bit windows version, for 64bit windows
Updated EAC launcher/server to latest version
Added Steam installscript for EAC
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
Item module "Container" can now have default items
Camp fire now created with wood inside
Added option to compile debug 64bit windows client
Attempt to detect and report crashes in previous runs
Crash reporter: clean up reported logs
Crash reporter - scan for crash folders, report crashes from them
Fixed moderators/owners not being properly marked
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Log resource/animal respawns - (trying to isolate the problem)
Added tools/Find Prefab Errors - finds missing components on prefabs
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Undoing changes in ClearFirstFrame (causing black screen)
Undone compile fix (upgrade to u5b3)
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Trim newline in stack trace
Log parser more compatible
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
Fixed server not saving config files on quit
Added ragdoll testing scene
Adding a bunch of primitive meshes - for placeholding, prototyping
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
Added mesh colliders to hazmat suit parts
Added triangular floor peice
Wolf meat is now proper cookable
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Fixed supply drop not dropping
Stag, Bear, Boar now use their real ragdolls
Deleted UnityVS files committed by Scott
Made ViewmodelBob smoother, no snapping between states
Fixed boltrifle ironsights hold position being massively off (for real this time)
Toned down rock hit screen shake
Upped max texture resolution on 729 textures
Fixed hazmat suit making the player invunerable
Fixed sleep inside spectator exploit
Give items back on cancelling craft
Cancel crafting on die
Fixed stone hatchet - good job dyngnosis on reddit, you win
Adding Google Analytics test
Making snapshots on respawn a bit more predicatble so we can show loading screens
protocol++
Log connections, disconnections with Google
Deleting cfg folder added by Scott
Loadtime reporting, current screen reporting, crafting reporting
Updated Lidgren
Testing different lerp method for player positions