127,313 Commits over 4,109 Days - 1.29cph!
Fixed error reporting issue
Bare pine alpha branch fix.
Fixed viewmodel angles on head look
tweaks
Only spawn world item when a projectile is stopped completely (not when penetrating)
Increased projectile min hit delta to account for the full projectile diameter
Fixed C4 line of sight check
disable lazy aim for hands and stuff
Tweaked DamageUtil line of sight check for tiny distances
Fixed SSAO not aware of custom g-buffer normal encoding
Oak material improvements. Downsized some blank textures to 32.
Added overrides for Unity's built-in Standard shaders that don't fallback to forward-only rendering in lower LOD
Fixed "see through walls"; updated all existing materials to use overrides
Fixed friends list not clearng old friends
Fixes NRE in news source
Fixed NRE in trackir commands
Disabled some error reports (server mods, FMOD errors)
Slight fix for inventory opening hitch (need to review exactly how we display blueprints)
Projectiles keep history of the bones they've hit
Added sticky gizmos option to TerrainCollisionTrigger
Reduce building gib sound volume a bit
Added smoke and embers VFX to T2 Furnace
Fixed water related delays / shore issues when switching weapon
tweaked some of the wounded animations and sound fx
added a relax gesture for when the player is unarmed
Bush creeps can now hide from players running low quality setting.
fixed a bug with the relax gestures
fix for all decay timings being twig decay, whoops
increased decay delay to 18 hours instead of 12
Added collider grid with load balancing
Added collider mesh batching
Cliff block, 9 & 10 cull fix.
Added clouds to reflection probe
Fixed objectpool creating unityui mahem on stopping play in the editor
Don't run event schedule while still loading
Pixelate shader no longer falls back to black rectangle on low shader levels
Env sync tweaks and fixes
relax gesture for hatchet weapon hold.
tweaked the wounded animations so they blend into the "get up" animation better.
the player will pick a random wounded animation when he's shot (except for a headshot)
Added reverse lookup for batched mesh colliders
More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup