127,269 Commits over 4,109 Days - 1.29cph!
Ladders on watch_tower_b are back on trigger layer
Airfield prefab update
Prerelease steam scripts (need to merge this change into preeelease branch)
fixed slight hitching on the double shotgun viewmodel animations
Ore spawn compensation, based on Alistair's figures.
military tunnel re-work
tunnel blocks update, added collapsed tunnel end
Less depressing grass colors.
Bed mattress doesn't look like it's wrapped in pee plastic.
Applied settings from save.
Sewers to vents blocks, added spiral stairs to climb up the vents
Military tunnel backup
Plugged a few gaps in tunnel blocks
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Added admin printinput and printhead console commands
In the editor, keep separate prefab pools for client and server
Clamp AH projectile and melee tickets
Combat log also contains rejected attacks (including reason for rejection)
ProjectVersion / ProjectSettings auto updates
Entity pooling is disabled by default on the client and the server
Construction skin pooling is disabled by default on the server
Merge from entity_pooling (disabled)
Wood timber trims textures
Light fixtures prefab tweaks
Scene view synced Camera script
Doubled projectile radius of shotgun buckshot and handmade shells
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Changed some pooling console commands
part1 of fixing darkening issues
Fixed messed up terrain-mesh blending after fullscreen toggle (possible other issues too)
part2 of fixing darkening issues
garbage idea but maybe someday
baseline - this is the one
Revamped the graphics overhaul lighting, for all hours of the day.
Includes a "bright" full-moon night that maybe deters gamma cranking.
Merge from main to fix the brightness bug.
Reverted climate.cs and applied fix
Increased rifle and pistol projectile base damage from 40 to 50
Server side interaction checks for everything
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit