31,284 Commits over 3,959 Days - 0.33cph!
Fixed volumetricLightBeam-related errors when leaving craggy landing test scene
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
fixed missing first person projectile visibility 'spheres' (easier to see where you're shooting) on most projectiles
tracers are now 1/4 length
explosive ammo can be heard much farther away (quieter distance sound)
explosive ammo causes weapons and silencers to lose condition faster
small gc reduction from checking for silenced weapons
minicopters now decay when indoors at half the outside rate (instead of lasting forever)
Unload certain large static prefabs after loading the map
Super potato quality setting (test)
improved flashlight effect wall clipping
improved laser effects
thompson can now take flashlight and lasersights
protocol++
underwater crates untie in half the time
can only access minicopter fuel if pilot or engine off
can recycle empty cans
water jug can go into fridges
salvaged axe harvests more animal flesh
tightened up minicopter collision shape
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)
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Added debris to walls and doors to block placement of new walls and doors for 30 seconds after they have been destroyed
Added debris entity system to block placement of new entities after an entity has been destroyed (debrisdespawn convar, default=30s)
Added TerrainDistanceMap to CraggyIsland as a test
Added EncodeVector2i / DecodeVector2i to BitUtility
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System
Optimized buoyancy cpu path; now 35% faster
Protocol++
Fixed ores spawning inside hilltop rocks to finally shut up holmzy
EAC SDK update, third attempt
TOD_Rays and TOD_Scattering are client only components
Fixed shadows not always highest quality in edit-mode
Fixed some issues related to graphics.waves
Added client and admin-only graphics.waves console toggle to profile ocean wave performance
Second pass ocean client/gpu-side optimization
First pass ocean client/gpu-side optimization
Changed LightLOD to skip fading shadows via shadowStrength (currently remapped to area shadow size)
Added Distance Flare LOD component
Modified FX/Additive billboard shader for smooth fade-in/out
Player cull/visibility fallback set to always visible for now
Fixed water dynamics client gpu path not disabled on q=0
Optimized item skin list loading (when selecting items in the crafting menu)
Updated Facepunch.Steamworks
Fix compound static refinery one user
Distance flares, light occlusion and distance fading into radtown proplight prefabs.
Fixed light DistanceFlares being all the wrong color.
Compound lightig backup.
More proper fix for river sink
Fixed boats sinking on rivers (derp); protocol++
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