108,603 Commits over 3,867 Days - 1.17cph!
Added profiler sample to inner LOD grid loop
Optimized procedural material setup
Added edit mode support to material setup
Converted procedural rocks on Hapis Island to the LOD grid
Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
New error report url
Icons
Use windows bundles on osx/linux test
Fixed stone barricade cost
Fixing cursor not working on startup
Show startup errors in bootstrap
proper supply signal icon
Added ST shaders to always-include list (fixes trees on OSX)
WIP smoke rocket (disabled)
Tweaked player LODs so they don't dissapear so soon with low lodbias
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
Force LOD grid init when accessed for the first time
Delete old eac0.bin when generating hashes
Proper ammotype change prediction
ServerProjectile aimcone calculated on server
Hapis patch candidate. Atmospheric tweaks. Network++
hit marker sound for helk
merge from main/gunshots2
More gunshot pass 2 tweaks. Bang bang!
smoke grenade viewmodel and worldmodel
This should fix the steam ui opening sometimes when pressing space
Don't transmit voice to disconnected players, even though it works and they could hear you from another server
Fixed asset bundle build target
Entity, collider, rigidbody diagnostics on dump command
fixed the scale/rotation of the various RPG types on the viewmodel
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
LOD grid default parameter value tweak
Fixed highest LOD not triggering sometimes
Optimized LOD grid performance
Optimized LOD object memory usage