33,112 Commits over 4,109 Days - 0.34cph!
sam sites lose targets after not being visible
sam sites now require electricity and can thus be toggled remotely with a detonator.. or whatever else you come up with
protocol++
low res version of the GL ammunition.
large oil rig setup
protocol++
save++
Knife model update + reduced lods.
Converted the big rig to the new light LOD system.
Prefab improvements.
Fixed some light fixtures using the wrong ambient sound script.
puzzlereset overhaul
all oil rig puzzles reset at the same time now
simplelight obeys puzzle reset
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Removed all the dears eyes.
No idea why.
Plucked all the chicken feathers.
Oil Filter silencer model and texture update
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Knife model, textures, material setup, collision and prefabs world model and view model
Player model bone remapping optimizations
Added reverse fresnel opacity option to additive particle shaders
Combined reverse fresnel opacity w/ vertex alpha in Particles/VertexLit Blended Custom
Added per-vertex reverse fresnel opacity option to Particles/VertexLit Blended Custom
chinese lantern sound improvements
pump shotgun has slightly less zoom
Muzzle flash performance test convar
Fall back to probex when world reflections = 0
Third attempt to fix entity registry issue (maintaining legacy behaviour)
AND OR switch no longer share same phrase desc
LS main building radiation tweaks
recycler typo fix
recycler no longer marks players as hostile
laser attachment, muzzle brake, chair, dbs, leather, bone fragment, road sign desc updated
recycler no longer shares phrase string with furnace
fixed FOV bug which zoomed weapons in too much if fov was not default (75)
subtracting
33575 (server stall)
bolt rifle fractional reload anim fix
Oil filter silencer, materials and prefab setup.
Enabled pooling on player corpse entity and ragdoll object
Optimized SkinnedMultiMesh.UpdateLODGroup
Fixed entity registry issues when entity is destroyed
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