127,269 Commits over 4,109 Days - 1.29cph!
Biome-related forest shape, size and frequency tweaks
Temporary cliffside topology generation
Fixed some missing weapon attachment points
Silencer world model
Parenting fixes (to help avoid spectator offset fuckups)
Fixed not being to drag out of 1st weapon mod slot
No crosshair stuff when spectating
Server send spectated entity immediately when begin spectating
Leave old visgroups AFTER joining new ones
Wood barricades can be penetrated by certain rifle bullets and shotgun slugs
Twig building parts can be penetrated by most bullets
tweaked frosty breath to look less like everyone is smoking weed.
Everything except for throwables and arrows can penetrate twig building parts
Twig building parts have a bit more health
Tweaked viewmodel to reduce jitter
Cherry picking sky reflection improvements from water2.5
Client disconnect error fix
Fixed attachment points on pump shotgun + thompson
Added new quarry stone mesh particle.
Simplified amplify color shaders; removed keywords
Cleaned up obsolete keywords from some materials; lots of ghost keywords
Updated material keyword cleanup tool
Removed direct light (sun/moon) specular highlights from water to play nice with TOD's reflection probes
Attempt to make SavasIsland playable
If spectating in first person use player eye angles
Fixed 3rd person spectator offset
In eye view for specator uses correct eye bone
Smoothed dev camera, automatically hides HUD and draws local player, jump slows down cam movement
camlerp convar alters lerp for dev camera
Keypad plus and minus change quality level, multiply toggles HUD
Coldbreath only shows when players are close enough to see it
Train crane greybox model
Bunch of missing files
Bunch of fixes to make powerplant playable troughout
Powerplant level ladders
Hapis has topomaps for barrel spawnage again.
Touching ocean shader; because unity
SavasIsland isn't missing half the decor spawns anymore.
Slightly less overwhelming bush spawns on Savas. Added a new food crate loot type. Turned one Savas compound into a food town. Built manifest.
F4 = screenshot (saves one with hud and one without)
F9 = big screenshot (5x the size of normal screenshot but water and ssao doesn't render)
Added graphics.dof_aper, graphics.dof_blur
Tweaked eye materials
reduce the idle gesture frequency.
Missing loot asset file. Savas cliff topology. (No floating trees and bushes)
Increased loot spawn rate on Savas.
Fixed barrels spawning on top of each other. Removed _dm Savas version completely. (for now, it was never properly playable)
Fixed buildings not dropping gibs
Increased Savas silo loot respawn rate.
Screenshots location fix
Log colours
Extra Logging
Added an overlay bleeding test normal map.
Fixed removeowner talking about moderators
Fixed clothing not showing when player first enters pvs
Cleaning away usage of Awake, Start, OnEnable in entities
Cleaned up LODGrid.Instance testing
Offset loading when opening steam inventory
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
Fixed attachment networking fuckupz
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Added particle quality slider to F2 menu
Fixed ALT head rotation offset fuckup
Don't bother warming up effects in editor, we cool
Added ParticleSystemContainer utility component (added to large furnace as an example)