32,208 Commits over 4,018 Days - 0.33cph!
Death screen temp fix - UI bug in 5.2 here, content resize/layout doesn't seem to work in scroll panels
Pieshape converting to OnPopulateMesh
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
improved torch.viewmodel FX's exactly 35.3859%
Merge from unity5.2.0f3_changes
Survey_crater_oil now has Bubblin' crude.
better mesh particle materials
Merging holosight branch into main
Converted cold overlay to ScreenOverlayEx
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Added dryfire effects prefab for crossbow to fix sound not playing
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Electric buzz sounds for petur
Slight left/right panning on local player footsteps
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
Fixed EffectRecycle lifetime calculation
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
Projectile prediction tweak
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
updated overlay_bleeding_height map to Petur's superior version.
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
updated overlay_bleeding maps.
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Scene stuff. Missing strobelight mats.
Crystal mat tweaks, because fog. Scene stuff wip.
Added the shadowless point light back to the furnace.
These oaks shouldn't have two-sided bark materials.
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
Added memory usage / gc counter to perf 1 / 2
reloading counts as a weapon cycle