127,701 Commits over 4,109 Days - 1.29cph!
Stag ragdoll isn't spazzy
Fixed NRE
PrefabInfo debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Looting RPC profiler samples
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fixed accidental SAR damage nerf CC ShackyHD
reverted the changes that i accidentaly stomped out ( Python / P250 )
Merge from culling-changes branch
Fixed cull distance calc using local eyes instead of cam pos
revolver 3rd person animations
3rd person anims for guitar
tweaked guitar worldmodel position + materials
double barrel shotgun (viewmodel) changes:
modified the iron sights
tone down the recoil animation when firing (ADS)
tweaked the offset for the thompson viewmodel holosight addon
tweaked the position of the muzzleflashes when a muzzlebrake is added
added new silencer smoke f/x when shooting
3rd person sitting animations
Cherry picking ignore.conf
Fixed extremely rare race condition while receiving data
Optimized memory usage
Refactoring
Batched meshes contain xz position offset in zw channels of uv1
Fixed invisible LR-300 worldmodel issue:1586
Moved procedural foliage placements to foliage spawn script
Added foliage batching grid to batching prefab, loaded into all scenes
Verbose batching (level 1)
Merge from foliage_system
Deployable locker prefab/tweaks
Locker icon render settings
Fixed one stone tier roof piece having no valid tangents
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Fixed foliage transparency with temporal anti-aliasing
crossbow world model uv fix
Air duct import settings fix