121,129 Commits over 4,018 Days - 1.26cph!
Nicer RPC calling
Fixed corpses not being eaten
More granular time slicing for work on the main thread
fixed fbx unity warnings for world python & m249 models
tweaked the position of the holosight addon for the semi-auto rifle ( no more clipping into screen )
fixed pump shotgun so it actually uses the awesome fire sound that AlexR made
fixed some synch issues with the bolt rifle 3rd person anims + worldmodel
bolt rifle / smg 3rd person anim tweaks; tweaked positioning of smg worldmodel
some tweaks to the 3rd person walk animations
some tweaks to a bunch of 3rd person deploy / reload anims
3rd person animations for python + thompson
updated worldmodel python + thompson with new animations
3rd person animations for m249
updated worldmodel m249 with new animations
tweaked positioning of mp5 worldmodel entity to sit better in player's hand
3rd person animations for mp5
updated worldmodel mp5 with new animations
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semi_auto pistol 3rd person tweaks
3rd person animations for Semi-Auto Rifle
3rd person animations for LR300
updated worldmodel LR300 with new animations
flipped the rock upside down in 3rd person (so it matches the 1st person orientation)
tweaked rock anims (3rd person)
added rock sounds to the 3rd person animations
Fixed culling lag when players turn visible
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Cherry picked latest foliage shader changes from dungeon_art_4
Fixed foliage not showing on editor start (bug in ST wind code)
fix for guest code not saving
Added global wind control via windzone
terrain grass texture tint tweaks end
Fixed skins not working on chair, fridge, bear rug, rug, hide shirt
Added generate manifest warnings when item not found on skinnable
Removed height params from foliage wind anim; controlled by green vcolor channel now
overgrowth tint tweaks
terrain grass texture tint alignment (works on the same colour level as overgrowth)
Added xz & y wind attenuation via vertex color rr & g
Foliage seed is stored on the cell
ListHashSet has Clear and AddRange methods
Animal eats in chunks, logics inbetween bites, will leave uneaten food if full, will follow food trails
Refactoring, making everything less insane
Changed all non-terrain occluders to use the same material
Fixed culling ignoring terrain occluder holes; e.g. caves, etc..
added entity.spawnitem (spawns item in world, where looking at)
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback
bone fragments - fbx/prefab/materials/textures
Disabled revz in editor (only needed on builds)
small draw distance fix on warehouse