257,579 Commits over 4,018 Days - 2.67cph!
more perks, armor item prefab
armor ui display
armor functionality
heal perks
landmine perk etc
more perks
More save+load work
Fixed swings starting at wrong rotation briefly
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Iterate LTC
https://files.facepunch.com/sampavlovic/1b1111b1/7jNhtlWwWu.png
Fixed arc calculation getting inverted after loading a save
Vine mountables now save and load
HBHF emission polish & light radiation.
Cherrypick easter2025/cinematic
Progress / lotsa material and texture performance optimizations.
Add Vector3.IsInfinity
Fix editor camera position getting stuck in an invalid state, check for NaN and infinity, jump closer to target before smoothing if distance is crazy
Swapped fully to using a server projectile instead so we can use all of the projectile systems
Change physics ideal hz back to 120
Increase coarse cull epsilon, and improve debug logs
Spawn at the correct position + rotation
Hook up 3p anims
Move animation files into vine swinging folder
Change chair.static to use vine swinging anim for easier testing, animations appear broken
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Proper throw setup with eye position validation and racyast before throwing
Description for debug_dump and more info when ran.
trigger_playermovement auto walk and no jump spawnflags
Minor cleanups
Port clientside trigger stuff from CS:GO
Will allow trigger_playermovement to work with prediction more or less correctly
Prepare networking code for env_wind radius
Added env_ambient_light
Minor cleanups
merge from premium_servers
subtracting disable_premium
Strip scale from collider local bounds, scale is built into physics shapes
Merge from vram_budget: Improve texture selection
Change 4883 texture metadata for streaming
TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
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Update .sbproj
Added CompileIfNeededAsync to CreateSpriteResourceUsingImageFiles to prevent new NRE