127,266 Commits over 4,109 Days - 1.29cph!
Tweaked topology dilation destination masks
Fixed detail normals on mesh blend; cleaned some warnings
Unify join/leave messages
updated bota vm anims & clips
Hardcoding some values in skin shader
Fixed missing collider ~ top tier door
Unify join/leave message style in server console
Fix ambience node always thinking the environment has changed
added wolf flinching animations
pvt enabled by default, saved properly
deploy / reload aimations now play in the 3rd person!!! YAAAYY
Scene2Prefab (updated satellite dish prefab)
Made the terrain anchor check determine the ideal object placement height from all of its anchors
Added extension method to apply decor components pre-instantiation
Greatly improvement monument spawn position finding
Removing culling on all wall blocks (was sometimes set @1%)
Fixed stone foundation prefabs culling a part that should always render
Removed some unused code
Improved terrain modifier generators
Updated monument scenes with the improved terrain modifier generators
More hill noise improvements
Added separate detail noise
Increased the number of dune noise octaves
Unified TerrainModifierGenerator and TerrainModifierGeneratorFade
Updated monument scenes with the improved terrain anchor generator
No shortcuts in mesh-blend space conversions (opt later)
Fixed player counts in server browser when player counts > 128
Fixed lock not getting removed from destroyed doors
Added terrain-class prefab type cycle hotkey (shift+c)
shooting or aiming projectile weapons will stop sprinting (instead of not being allowed to do those actions when sprinting)
pressing sprint when autosprinting will disable it
fixed some missing skin links for some view models.
updated some view model skins to use the new PBR shader
Pushed culling at absolute 0% on all blocks.
Foundation stone floors issues were a broken path to a mesh.. possibly a previous code merging error
Launcher framework changes
Changed camera clear flags to solid color
Fixed that the camera instance in the procedural map scene was overriding the clear flags setting of its prefab
Fixed GameTrace failing inside caves
made some improvements to the player flinch animations
renamed shotgun_pump hold overlay so it doesnt conflict with shotgun
Driftwood and some stuff.