201,964 Commits over 4,171 Days - 2.02cph!
Merged from main/humanoidNPC branch.
Clamped prison sentence, added release all console command.
Launch site warehouse LOD/COL/prefabs
Major improvements to my CharacterState and InputMessage reuse code.
Rocket factory grounds, replaced game objects with prefabs
Fixed biome seasons not being properly applied on start
Tinting and placement improvements
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Launch site warehouse awning and tweaks
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Dropped items displace grass around them
Washed lube off dropped items
Rocket factory door LOD/COL/Prefab
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Picker selections in hammer use software skinning/lighting for studiomdl
Fixed occlusion culling on roof parts
Fixed burlap sack world models spazzing out
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed wood world model collider rotation being off compared to visuals
Disabled FollowCamera's "zoom to map" feature
Various MapCamera tweaks
WIP Overview map fog of war
Can hold down LMB to continously hit with hammer
Forgot a prefab in changeset
21249
Disabling graphics jobs
Jenkinfiles 2017.1.0f1'
"camera" text doesn't force render over 3D map view in hammer (same as 2d views)
Fixed menu button not setting gamestate correctly
Fixed weather widget event icons lerping back to start positions when being re-used
jenkinsfile b10 because build server has no license
Increase max draw distance for Hammer
ores have a smash effect when changing stages
Merging in my server performance work so far.
Mission option instances return their phone numbers to the pool.
Sync improvement experiments
Do the SteamServer update tick actually in Update rather than in an InvokeRepeating copy. The problem with InvokeRepeating was that if the framerate tanked, InvokeRepeating just queued up, so at low framerates instead of getting less SteamServer .Update calls, we were getting 10,20, whatever per frame, tanking things even further.
Also going by the recommendation in the Facepunch.Steamworks.Server code here to call update "at least once every frame".
Add console redraw profiling.
Temp extra profiling in console. Will remove later. Also doubled auto save time to 10 mins.
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
Actually fixed weather event icons positioning
UI tweaks
Reduced grenade bounciness