5,941 Commits over 4,018 Days - 0.06cph!
This folder should not exist (I think)
Fixed materials of the small bridge
RandomStaticObject and RandomStaticPrefab run on the server as well
batching.verbose can be enabled by everyone
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Added a bunch of exploit testing rocks to CraggyIsland
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Added World.Procedural boolean (cc Helk)
Interaction point is always at the center of the screen, even when moving your head
Added leather resource (unused for now)
Fixed material of the torch world model
Fixed a situation that could corrupt the deploy state of held entities on the local player
Log warning if holstered viewmodel is holstered again
Log warning if held entity cannot be found in inventory
Renamed water reflections to water quality in F2 menu
Made clientside HoldType handling less hacky, hopefully more robust
Minor foundation step terrain socket fix
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Removed rigidbodies from socket_handle and construct_vision (test)
TerrainCollisionTrigger ignores other triggers
CraggyIsland layer updates
Don't check for construction in DeployVolume
Added spawn.fill_populations and spawn.fill_groups admin commands
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
Tweaked wall deploy volume thickness
Fixed some deployables that should be placeable on foundations being unplaceable
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Fixed floaty airfield boxes and missing crates
Override player aim with where their gun is pointed at (sadly disables headlook networking for now)
Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field
Decoupled head and body directions in PlayerEyes
Added CheckCapsule to GamePhysics (unused for now)
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
Added third TrackIR rotation axis
Fixed beachside trees being allowed to spawn on cliffs
Tweaked god ray color around dawn and dusk
Fixed TweakUIMultiSelect initial state
Fixed construction and deployable placement check regressions caused by the layer refactor
Fixed floaty airfield hangars and warehouse
Merge from radtown-spawn-refactor
Fixed player aim in inventory
Added timing for overall duration of the procedural generation
F2 menu automatically refreshes TrackIR
Added onLadder and lookDir comparison to ModelState.Equal
Network++