127,275 Commits over 4,109 Days - 1.29cph!
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Added particle quality slider to F2 menu
Fixed ALT head rotation offset fuckup
Don't bother warming up effects in editor, we cool
Added ParticleSystemContainer utility component (added to large furnace as an example)
Increased brightness of nights with full moon
added lod settings to the large furnace particles.
Fixed arrow damage being lower than intended
Medical loot tables. Manifest. Savas now has healing stations in all corners. Fixed missing barrels required to get on top of the monument dome.
Savas signs for confused noobs.
Added particle LOD's to small furnace
Editted Large furnace FBX so LOD2,3 don't block the fire FX
Tweaked large furnace particle LOD distances.
Got killed by some guy called Chewbacca on London Dev Hapis. Some people are just unfriendly.
Furnace performance optimization. Added flicker to the furnace light.
fixed some issues with the player's eyes facing wrong direction during some animations
breath doesn't show up in the pitch black now.
Fixed quarry particle effect performance issues and added particle LODs
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Lodded campfire particles.
Fixed rock effects folder having the wrong name
Fixed missing stone pickaxe effects
removed some of the warning messages on the viewmodels.
lodded lantern particles.
Savas: New loot tables from scratch, with unique crate textures. Food town is now Bullet Farm. Furnace and campfire outposts added. Airdrop frequency adjusted.
Savas splats and topo. Hut entrance ramps don't hinder movement.
Anti-bush topo around campfires.
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to VariableReference
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Building prewarm experiment
updated crossbow vm anims, changes to controller
Fixed issue with vm bow fire anim snapping when going back to idle
Added bow specific lazy aim, reduced deadzone
Asset prewarming is disabled by default on 32bit
Prewarm experiment: load all prefabs and effects
Making ironsight definition less stupid