108,632 Commits over 3,867 Days - 1.17cph!
Added Overlay/Top (for custom UI from mods during loading screens)
Added editor cheats (free craft, instant craft, unlock all skins)
walls and fence greybox set
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Time advances. Climate tweaks.
Spawn tables. Various world material improvements. Manifest.
Climate baseline. Spawn table arid/tundra bushes.
Simplified dirt shader layer
Workshop previews in editor
Workshop import fixes
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Terrain base map compression in DX11; saves ~126 MB from vram; speeds up lowest quality terrain and pvt
Fixed ragdolls floating away from where they were
Train tracks greybox set
road set pivot unfuck
Roads and pavement greybox set
Steam Inventory cleanup, refactors
Added InspectorEx base
Fixed showing PCGamer on menu
Server queries share the gameserver port
Concrete slabs greybox set
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Increased distance before which sign.huge.wood is culled
Specced up mushrooms. Twilight+night atmospheric wip.
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
Twilight atmospherics, terrain wetness and water tweaks.
Taming that crazy overexposed lighting, part 1 wip.
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths