127,235 Commits over 4,109 Days - 1.29cph!
GamePhysics now uses the new allocation-free physics API
Fixed some speeling mistakes
added light toggle to keybinds
Refresh batched building mesh when rotating building parts
Roofs can no longer be placed downwards
Reduced roof max placement distance
Change FOV when screen aspect is high to avoid being able to side-eye through walls
Fixed possibilities of ghost items if giving to full inventories
Simpler/nicer/actually working for for the view stretch thing
polished laser sight, is accurate to crosshair, beam enabled
polished flashlight
added flashlight beam in third person
lasersight provides recoil reduction
all weapons have an appropriate deploy delay
removed underbarrel attachment slot from crossbow (no more laser/flashlight on it, its too f0cked)
Added "Particles/Beam"; similar to "Particle\Additive HDR" except with: shadow texture + planar fade + distance fade
Boob bones, female cleanup.
fixed all weapon ikhold positions so they work with bonescaling.
Material specific melee weapon impacts
New plant pick sounds
Lots small sound tweaks/polish
Mix tweaks
merge from main/soundpolish
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Fixed keys.cfg overriding new keys added in keys_default.cfg
reference coroutines by IEnumerator because stopping them with the Coroutine class throws errors (300 errors an hour)
Fixed NETRCV_ReadBytes returned false on suicide
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
New Building frames prefabs setup WIP
Animations and additional files
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
laser recoil bonus nerfed to 20%