127,313 Commits over 4,109 Days - 1.29cph!
Deleted some SE plugin inspector terribleness
Skipping FixAtlasMipLevels in D3D11; UpdateExternalTexture bug was disabling bilinear filtering permanently
Ladder trigger
Ladder movement
PlayerMovement dev scene
Serverside held entities properly hidden in editor
Lets treat prefab/asset/unity files as binary - because merging them should never happen
Ladder placement orientation
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Made low-quality LOD of roofs disappear again when getting close (temp fix)
BuildingBlock / Signage need to start disabled
Turned shadow casting off on clutter flowers/clovers
Fix stag footstep sound references
got rid of clovers
adjusted flower lods
Made ladder placement more tolerant of uneven surfaces ( like rocks )
Can place ladder even if no building permission
SoundManager error handling
Touching flowers to try to fix weird stretching thing in editor
seperated the attack animations for the bolt rifle, so players can fire and hold the button down, and then let go to resume the bolt cycle action
Triggers - don't create list objects until they're needed
Fixed phrases not updating properly because of rogue tabs
Added SpawnHandler warnings when AddInstance is called out of order
Testing out server console utf encoding
Trim newlines and shit from phrases
Shaders and Asset Bundles... fucking unity
Attempt to stop Canvas.BuildBatch taking 4ms per frame
Fixed NREs in MaterialConfig
Can't place ladders inside ladders
No shooting from ladders
Hardcoded viewmodel lower degrees ( so you can actually tell the weapon is lowered)
Add concmds to the global namespace if no conflicts (ie you can now call "fov 75" instead of "graphics.fov 75")
Default project settings missing CLIENT
Tweaking player movement mass
Added dev section to F2 menu (just some layer toggles for now)
Applied Xavier's fixed snow jackets
Animate animals further away
Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
The glorious return of fps.graph
Even better without missing materials
Fixed server not compiling
Stats stuff
Fixed radtown barrel spawners spawning spawn handler entities
tracers effects are scaled based on velocity
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
adjusted tracer material to look similar to old one
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)
Re-fix stag footstep sound references
attempt to fix footstep issues