6,606 Commits over 2,192 Days - 0.13cph!
Player materials
Disabled Amplify Motion until D can fix it for U5
Disabled motion blur properly, in effects convars
Changed render-path to new deferred
Fixing CoherentUINet.dll complete fuckabout
Fixed 32bit windows build not copying coherent libraries properly
Removed some unneeded server debug output
Re-compiled plugins with new UnityEngine.dll
More fighting with CoherentUINet.dll
Fixed some broken materials
More broken materials
Switched default render mode to Legacy Deferred (new deferred doesn't seem to apply fog)
Updating properties on models so materials don't get re-created on import
Recompiled plugins with working UnityEngine.dll (!)
Fixed more materials
Fixed NetworkVisibilityGrid was trying to set the vis provider before network initialized
Disabling gibs (performance test)
Don't fuck with timings (for now)
Fixed errors not being reported
Error reporter per platform
Testing whether 64bit versions will allow Development mode now
Added option to make Win32 client debug build
Disabled water reflections (huge fps boost - possible Unity5 bug?)
Fixed player being a black shiny blob
Include 64bit steam dlls with debug server build
Lessen network grid size (perf test)
Disabled PVT until it works again
Disabled WaterFogVolume until it stops overlaying everything
Increased client connection timeout
Deleted skinshader, furshader (not working in u5)
Tweaking so out of memory errors get bucketed the same
Fixed NRE in PlayerInput.ClientTick
Re-enabled water reflection (perf test)
Wolf now uses mesh collision
Fixed crash in mesh collider (unity5 - non convex mesh colliders must have kinematic rigidbody)
Fixed NRE on server with clothes swapping
Changed linux server not to ship steamclient.so
fixed vm_rock missing event errors
More profiling when sending snapshots
Fixed construction guide shader
Fixed player sticking head through ceiling
Fixed not unducking
Fixed player collider sometimes being sidewards
Fixed door falling off (!)
Removed rigidbodies from a bunch of static-y stuff
Disabled network sleeping (perf test)
Removed more rigidbodies
Ores now properly dispense metal/sulfur ore
These trees had two colliders
Removed rigidbodies from more prefabs
Clothes material fixes
Made camera clear only depth (fixes leaf outline bug in u5)
Made time curve harsher - night doesn't last as long
Tweaking to avoid crazy shadow flickering
Material tweaks
PlayerModel scene render settings
Removed redundant rigidbody warning
Disabled voice chat playback (crashing in u5 in SetData)
Changed ores to use standard shader
This should fix having to hit doors to get lock status to change
Fixed errors with input state being null on disconnect
SkinnedMeshCollider triangle array errors
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Disabled fog in horizon clouds
Mesh colliders for animals
Fixed animal pink skins
Swapped UI rendering back to how it was, this new way kills frame rate
Fixed player model not playing walk animations (NaN mechanim shit)
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)