32,148 Commits over 4,018 Days - 0.33cph!
thompson viewmodel tweaks ( fixed clipping at certain FOVs, improved animations, fixed ADS alignment )
rocket launcher viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
lr300 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
searchlight fixes/balance/visual improvements
Disabled culling on glcore coz readback is stalling; needs proper async
Improved closest cascade resolution when using two cascades
searchlight
phrases
manifest
protocol++
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Removed player model convars (exploitable)
TrackIR convars are no longer admin-only
Fixed extinguish sometimes being called twice on fire / water entities
Fixed visibility check for local occludees per entity
Wooden Armour uses correct icon
Added pooling support to loot containers and collectables
simple scope balance + implementation
fixed purple textures on stone hatchet projectile
Enabled occlusion culling on dx9 and glcore
fixed plants not growing
fixed plant color scale not being applied
Silencer world model lod updates
Small scope world model lod updates
Muzzlebrake world model lod updates
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Profiler sample around Protobuf.Entity.Deserialize
Group profiler by entity name in GroupDestroy
Merged occluder optimizations
Another ArgumentOutOfRangeException
Muzzleboost world model lod updates
Stripped Mesh.MarkDynamic entirely because it's retarded
Fixed rare ArgumentOutOfRangeException in InvokeHandler
lasersight world model lod updates
holosight worldmodel lod updates
Merge from invoke_handler
sawnoff shotgun / double shotgun viewmodel animation tweaks ( reduce clipping at various FOVs, made anims more 'weighty' )
wood/stone spear viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs )
m92 viewmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
adjusted the ak47 worldmodel so the magazine drops from the proper spot in 3rd person
ak47 viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
tweaked binocular 3rd person positioning
added an inverse scale on the player arms (relative to the random spine scale), so they hold the weapons better in 3rd person.
reverted viewmodel FOV changes
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
No more Mesh.MarkDynamic (DX9 issue)
cooked pork icon is darker