5,292 Commits over 2,345 Days - 0.09cph!
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Don't pop up results for automated benchmarks
Add scm changeset number when building
Include unity version info in benchmark results
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Slight change to how bundles are built (hoping for faster build times)
"Cannot mark assets and scenes in one AssetBundle"
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
SkinnedMeshCollider Benchmark
Init targetFrameRate when running benchmark
Fixed Benchmark nosteam error
Changed resolution dialog to hidden by default (but added -show-screen-selector to launch params so behaviour is consistent)
Put benchmark maps in bundles
Automated benchmark framework
More sensible thirdperson defaults
Players stand in player perf scene
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
Fixed knockers not censored in inventory menu
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Removed steaminv.del outside of editor
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
dof_blur, dof_aper now saved vars
Fixed stack overflow when ShouldNetworkTo'ing self
Thirdperson:
- rotates around bones, locally
- cambone var defines which child bone to rotate around
- mwheelwheel zooms in and out
- rmb + mwheel changes fov
Console System handles Vector3 properly
DOF: if looking at an entity with eyes, focus on them
Don't allow spectating self (!)
third person camera doesn't go through stuff
Can enter codelock codes with keyboard
Codelock dialog show as stars instead of the code
Player model eye flicker
Player head faces the right direction, instead of 50% the right direction