5,910 Commits over 3,867 Days - 0.06cph!
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++
Added ModelState lookDir handling
Added lookDir to ModelState message
Made player movement climbing state slightly less forgiving
Reduced rain probability overall
Allowed rain in the arid biome, albeit less intense than in the other biomes
Network++
Added trackir.refresh and trackir.recenter console commands
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Fixed a bunch of warnings
Added debug view support to deploy volume checks (numpad /)
Added shadow light count slider to F2 menu
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added building prevent_building colliders to barricades
TrackIR bindings now only log errors
Fixed some PlayerInput code being executed for every player (instead of just the local player)
Added head tracking to PlayerInput
Fixed decal shader on DX9
Added minor safety cooldown to prevent multijump exploits
Tweaked freelook smoothing (use raw input, only smoothen when alt is released and the head snaps 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)
Holding alt now lets you look around (somewhat) freely instead of just looking back
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
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
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Alternative deployable volume check that prefers minor clipping over additional padding
Fixed F2 menu UI elements ignoring convar changes made via console
Removed "Max Decals" setting from the F2 menu (unused)
Changed serverside player collider to the same capsule local player movement uses
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++