241,155 Commits over 3,867 Days - 2.60cph!
increased sizes of weakpoints on helicopter
helicopter actually leaves now
removed debug.log calls
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
balanced heli loot
added crashsite
balanced movement
added death state
lightex has optional offset
bunch of stuff I can't remember
FOR FUCK SAKE tweak room prefab
!A WIP wall
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
Bullet impact decals abound.
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
A bunch of extra gunshot sounds
Testing some performance tweaks in Unit+Senses and Stat.Tick (implemented IComparable on IStatModifierTickable for faster OrderBy
Fixed Agents getting stuck in a BehaviourGroup
Fixed a stupid thing in SuitableMateCosideration
Consideration refactor, allowing considerations to consider both Myself and Target from a DecisionContext in certain... contexts.
Tweaking BehaviourGroup membership
Owl ready anim, backhand anims
Added anim template
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
more decal changes and Torch VM smoke tweak.
weakspot implementation v1
Each shot animation can now have individual return power
Fixed SoundDefinition NRE
Fixed all icons highlighting like beltbar icons
Made GraphicRaycaster toggling less hacky
Temp fix for footstep spam on 5.2.0
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Moved Duration for Timed Stat Modifiers and Timed Effects to tick every 15th TOD Minute, rather than every TOD Hour.
Try to stop menu music when loading music starts
Fixed server join button colours
Fixed server history not showing
LOD distance calculation is per-object
Fixed respawn screen not showing properly if escape pressed while fading in
Database indexes
Life stories are saved in a database
Life story records time born, time died in unix timestamp
Show death info when rejoining a server
Death fadein screen is a little bit faster
Note item is a default blueprint (it's still useless, but it will stop people wasting shards on it)
Don't batch door colliders