5,953 Commits over 4,171 Days - 0.06cph!
Tagged a number of deprecated entities as deprecated (remove with next network++)
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
Tweaked arid biome rock texture splat tint
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Fixed cave triggers not existing serverside
Fixed research table being offset realtive to its placement guide
Fixed tool cupboard deployment guide rotation
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
TerrainPath keeps a list of spawned monuments (cc Helk)
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
Deferred decal refactor
DeferredDecal SpecGloss support
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console
Alternative deployable volume check that prefers minor clipping over additional padding
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Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
Added step and slope test cases to PlayerMovement scene
Improved player landing, fall damage, grounded and sliding detection
Improved jump and sprint blocking after landing to feel more natural
Fixed various situations that could cause jumping weirdness
Holding alt now lets you look around (somewhat) freely instead of just looking back
Added climbing state (between grounding and sliding) where the player can hold its position and move sideways but not upwards
Changed slope speed adjustment to mostly affect sprinting speed (feels somewhat less like an 80 year old)
Fixed wobbliness / bounciness when trying to move up a stair that's slightly too high to move up
Improved ground normal detection (use exact normal instead of some interpolated shit)
Tweaked freelook smoothing (use raw input, only smoothen when alt is released and the head snaps back)
Added minor safety cooldown to prevent multijump exploits
Fixed decal shader on DX9
Added head tracking to PlayerInput
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
Added building prevent_building colliders to barricades
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
Added trackir.refresh and trackir.recenter console commands
Reduced rain probability overall
Allowed rain in the arid biome, albeit less intense than in the other biomes
Network++
Made player movement climbing state slightly less forgiving
Added lookDir to ModelState message