10,480 Commits over 4,171 Days - 0.10cph!
Added a bunch of exploit testing rocks to CraggyIsland
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Unfucked sphere tank prefab
Made warehouse monument a bit more interesting
batching.verbose defaults to false
Fixed MeshBatch refreshing too often
batching.verbose can be enabled by everyone
RandomStaticObject and RandomStaticPrefab run on the server as well
Fixed materials of the small bridge
This folder should not exist (I think)
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Server compile fix (cc Alex)
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Fixed possible overflows of F1 console text buffer
Construction plan uses non-weapon lookat weights
Minor player movement tweaks and fixes
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Removed debug DDraw I forgot (whoops)
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Added command history to F1 console (navigate with up and down arrows)
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Updated F2 menu dev layer toggles
Improved readability of the F2 menu FPS counter and dev toggles
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Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Fixed some door socket mods that were being overly preventative
Added input.autocrouch convar (default false)
Enforce crouching if required (for example when waking up under a rock)
Added stuck tests to PlayerMovement scene
Fixed some scenarios that would trap the player in the falling state, resulting in him getting stuck
Made player movement gravity and friction tests more reliable
Fixed locks colliding with player movement (door exploit)
Made lock colliders more accurate
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Added debugplayer dev console command
FIxed viewmodels switching between running and walking on slopes
Made terrain normal calculation more accurate
Reduced terrain heightmap memory usage by 50%
Fixed toptier door collider offset (this means its mesh will be offset slightly until paroxum fixes the mesh pivot point)