108,632 Commits over 3,867 Days - 1.17cph!
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Testing a rubberbanding theory
Balaclava model, mats, blah blah blah
Fixed issues with Env Refl Horizon Fade
Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
Fixed player skeleton gizmos
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
If booting in mono, switch to stereo mode (hopefully fixes crashes of people with headphones plugged in (unity!))
Fixed player teleport bug/exploit
Fixed uv set selection in blend layer shaders
Fixed compilation error in internal-deferredreflections
Updated vertex lighting code in BillboardLight with latest spotlight code
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finally fixed the bug where the player's head would deform and look super ugly.
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
Server save optimization test
Fixed an issue with the wood compound wall missing collision links
Fixed lastPositionValue being uninitialized on a freshly spawned player
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CHanged the high wall wood type LODs over to the atlas texture
merge from large deployables
Dressed the large deployables foundations
Server keeps 4 backups of the identity folder with increasing time intervals
fixed hat.beenie short name
Fixed steam inventory schema not using the skins to generate
Fixed google analytics spam
Switched cover lods to the atlas material
Adding whitebox models and prefab skin for the compound wall Gate
Server backup timespan calculation fix
Added a simple room inside the Satellite Dish monument
Fixed respawn not setting lastPositionValue until the next client tick is received
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Models and textures for the new deployables foundations
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fixed a bug with the player's face looking like Morhpeus from the Matrix.
fixed a bug with the spear holding
compatibility and bugfixes from merge
Removed LookAt weight smoothing from PlayerModel to see if we can do it with just the animator curve
smoothed the player view when switching weapons while alt-looking
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