127,974 Commits over 4,109 Days - 1.30cph!
Added "authtimeout" convar (default = 10 seconds)
Disabled flare coverage queries on OSX; fallback to using rays
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Making sure main coverage queries component is disabled on osx
Cherry picked packing processor changes
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Fixed partial map support for HQN path
Checkpoint gates are open
More complete launchsite pathing for bradley
many movement bugfixes
Bradley Target gathering
Bradley Finds closest node where target is visible to hunt hiding players
Bradley Engine Sounds
Bradley Tread sounds
Rudiementary coaxial gun pass
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
Added texture usage report tool
Moved all packing tools to tools/textures menu
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Fixed some hardcoded prefab paths in code that weren't lowercase
More prefab paths that weren't lowercase
Fixed animation event prefab paths not being lowercase
Fix LOD material pop-in on rocks
More description fixes and updates
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Make branch compile again.
fixed clipping on pickaxe vm throw
Fixed rocket launcher description been slighty wrong
Improved packed texture compression; less artifacts on mixed/swizzled maps
Fixed order on 32bit image load to texture
Fixed terrain texturing error when height map is not available
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
Merge from texture packing
fixed effects not playing in the right position for several viewmodels
Added LOD chain models to ore stages 2 to 4
Further improvements to navmesh grid and spawning.
Reverting to legacy EAC API due to server authentication issues
Network++
More navmesh and agent spawn tweaks
tweaked the ak47 fire ADS animation