7,315 Commits over 2,345 Days - 0.13cph!
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Adding a bunch of primitive meshes - for placeholding, prototyping
Added ragdoll testing scene
Fixed server not saving config files on quit
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
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
Log parser more compatible
Trim newline in stack trace
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Undone compile fix (upgrade to u5b3)
Undoing changes in ClearFirstFrame (causing black screen)
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
Added tools/Find Prefab Errors - finds missing components on prefabs
Log resource/animal respawns - (trying to isolate the problem)
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
Fixed moderators/owners not being properly marked
Crash reporter - scan for crash folders, report crashes from them
Crash reporter: clean up reported logs
Attempt to detect and report crashes in previous runs
Added option to compile debug 64bit windows client
Item module "Container" can now have default items
Camp fire now created with wood inside
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
Build a 64bit windows version, for 64bit windows
Updated EAC launcher/server to latest version
Added Steam installscript for EAC
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)
Added bucket helmet
Added coffee can helmet
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Disable dynamic znear in playermodel scene
Restoring deleted weapon files (goosey strikes again)
Made torch normal maps normal maps
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Cleaning up unused materials
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Tweaked HTML zoom
Tweaked belt bar
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
re-added collision component to burlap-shirt
Fixed ItemAction_Replace not working properly if the container was full
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Reverted Alex's broken burlap shirt commit
Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module