113,185 Commits over 3,959 Days - 1.19cph!
More cleanup + can fly helicopters
PlayerModel cleanup, optimizations and fixes
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Fixed water visibility trigger overlap cases
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
cave_small_medium layout
3 extra cave blocks to add granularity
backup current terrain files and splats
cave_small_medium base files
caves dressing cont'd
rockwall ladder/climbing mesh/prefab
temporary lava decal prefab
Skip adding the CL entity name prefix if the game object name already contains it
4 new cave blocks - models/hulls/colliders
Avatar, Friends list hookups
Added foliage displacement debug (via terraintexturing)
windmill no longer craftable
Fixed unlit campfires hurting players after server restart
updated spawnpoint gizmos to accurately display prefab that will be spawned
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed viewport resize breaking water when reflections are enabled
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Stone gate gibs are no longer the incorrect wood gate ones
door_barricades gibs double sided
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Added refresh_stability debug console command
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added water visibility volumes to natural cave blocks