10,832 Commits over 3,867 Days - 0.12cph!
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
Moved Spawnable to the same folder as SpawnPopulation
Added LocalClock (same as SynchronizedClock, but without the synchronized bit)
Spawn group now uses LocalClock
Fixed some radtown barrels spawning underground
Refactored radtown loot spawn
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