7,315 Commits over 2,345 Days - 0.13cph!
F4 = screenshot (saves one with hud and one without)
F9 = big screenshot (5x the size of normal screenshot but water and ssao doesn't render)
Added graphics.dof_aper, graphics.dof_blur
Tweaked eye materials
If spectating in first person use player eye angles
Fixed 3rd person spectator offset
In eye view for specator uses correct eye bone
Smoothed dev camera, automatically hides HUD and draws local player, jump slows down cam movement
camlerp convar alters lerp for dev camera
Keypad plus and minus change quality level, multiply toggles HUD
Coldbreath only shows when players are close enough to see it
Fixed attachment points on pump shotgun + thompson
Client disconnect error fix
Tweaked viewmodel to reduce jitter
Fixed some missing weapon attachment points
Silencer world model
Parenting fixes (to help avoid spectator offset fuckups)
Fixed not being to drag out of 1st weapon mod slot
No crosshair stuff when spectating
Server send spectated entity immediately when begin spectating
Leave old visgroups AFTER joining new ones
Player spawn fix (Awake isn't called until spawn on the client anymore)
Fixed dropping blueprint on item sometimes combining/stacking them
Loot tables, phrases, manifest
Network++ (can't remember whether I did this already)
Show disabled slots as disabled
Hud update
Weapon gallery
Fixed a bunch of broken weapon world models (dropped models)
Added barrel bones to those that will use them
Fixed muzzle flash positions on some weapons
Weapon slot occupation rules
Weapon slot occupation rules
animation clip effect paths
Exposed more weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Weapon mods can change some weapon stats
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
Fixed objectpool creating unityui mahem on stopping play in the editor