127,177 Commits over 4,109 Days - 1.29cph!
fullscreen exclusive mode
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Second Windows path fuckup
Fixed re-saving every asset in editor after playing (please give us InstantiateInactive @unity3d)
Tree optimizations
Protocol++ (network)
Added INeedsToStartDisabled to a bunch of scripts
More INeedsToStartDisabled
Entity.isClient set up properly before entity is activated
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
fixed uncrouching into ceilings and rocks
Fix resource nodes not visually getting smaller based on contents
Added shader level setting to tweaks menu
Gave some shaders low lods (to the best of my abilities)
Updated phrases
Terrain Quality shader LOD now adheres to graphics.shaderlod too
Fixed loot window scaling
Fixed players being lootable from distance and when alive
Replaced effects.grass toggle with grass.quality slider
Punish people with laggy/exploited connections (instead of the people they're playing with)
Network protocol++
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Show server message when connection is kicked
Fix for kick on connect
Changed how SetupEffect so it always gets called before Awake/Start/Etc
HeldEntities can modify the view delta
HeldEntities can modify the camera
Fixed lookingAt working through terrain
Updated phrases
Updated lootspawn
Fixed view drift when escape'd
Added admin teleport <name|steamid|nothing> (players only)
Added admin teleportany <name|steamid|entityname|nothing> (any entity)
Tweaked unresponsive kick
Fixed Warmup warming up shit that it didn't need to warm up (speeds up pressing play in editor)
Strip the collider and component from MovementSoundTrigger on serverside
Prefab pre-processing tweaks
Fixed some effects not playing
Added data.export admin command (exports terrain data as RAW files)
Multiply constant fog color with light color grayscale value
MovementSoundTrigger wasn't culling itself on server
BuildPrefabs logging
Added GameObject.Hierarchy.Components to diagnostics
ST cleanup
Removed bush triggers as they're added incorrectly
Removed trigger hack from TreeMesh
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
BuildPrefabs use deletion queue instead of doing it straight away
added inplace turning animations for when the player holds a bow
improved the 3rd person crouchwalk animations for the bow
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
Allow clients to call data.export
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
No placing sleeping bags under water