7,315 Commits over 2,345 Days - 0.13cph!
Builder show eac_hashtool errors
an eac_hashtool that doesn't tell lies
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
Network proto++
Added horse animal
Lowering sign resolution (crash test)
shaderlod now targets only specific shaders
Speedtree perf lockdown
- Automatically try to set the tree LODs (unification)
- Make sure all Speedtrees are labelled Speedtree
- Disable Smooth LOD transitions (perf test)
- Set Alpha Cutoff properly
- Switch shader to defaults (invert this when we're ready)
- Limit billboard texture size to 1024, disable mipmapping
- Force tree networking global (fixes pop in on some trees)
- Force tree layer to Trees
- Inverted TreeMesh placeholder behaviour
Missing horse corpse prefab
Added missing SpeedTreeImport script
Sign text is now single line only (Unity hates dynamic content http://goo.gl/ZofrPD)
Loading screen music facility
Fixed tree placeholders
Changed how snapshots are sent (for more reliable loading order)
NetworkProtocol++
Horse ragdoll
Stop ragdolls kneeling up on spawn
Spawnhandler doesn't require TerrainGenerator (init'd in Bootstrap)
Components on TerrainMeta adds more components that are probably required
Added non procedural test map (CraggyIsland) (this isn't the one petur is working on, it's a small dev test map)
Added map to build settings :x
Implemented Tom's 3 new head meshes
Fixed out of order errors
Handle missing map properly on client
Handle maps without terrain properly
Speedtree buildserver crashes (!)
Possible fix NRE in DoClientConnected
Can remove sleeping bags from death screen
Moved MixerSnapshotManager to client instead of Camera (so it works when not in game)
Fixed player.IsDucked not working for other players/server
Fixed player.IsSprinting not working for other players/server
Fixed grade materials not being always being applied properly
Fixed compile error
Fixed BuildingTest save not loading
Moved gameapi stuff to new backend
Fixed server autoupdating on startup
Fixed parachute cull distance
Clientside IsDeveloper() fixes
Added decal.scale server convar
Optimized PrefabAttribute lookups (doesn't create any objects now)
Don't decay landlocked blocks
Added ddraw.box
Fixed not being able to place triangle foundation on terrain
Fixed barricades missing placement guides
Fixed hitting tree noise generators
Tweaking quality settings
No more StringPool errors in editor
Fixed errors when building the game manifest
Hide HUD when a dialog is being shown
Mesh painter
MeshPaint source object
Object rotation, panning, zooming
Warn if SteamNetworking.IsP2PPacketAvailable takes longer than 5ms
Bug fixes
Implemented other signs