10,480 Commits over 4,171 Days - 0.10cph!
Fixed fucked up viewmodel flickering when spamming RMB
Fixed viewmodel going crazy when ADS immediately after weapon deploy
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Small tweaks to the small clutter rock scales
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Adjusted maxrpcspersecond default value
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Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
Added decal.clear console command
Added instancing support to deferred decals (still testing, disabled by default)
Added decal.instancing, decal.limit and decal.capacity convars
Silenced TrackIR error when DLL was not found even though it exists in the registry
Fixed item info showing up as null when destroying world items due to invalid position
Added transform caching to decals
Optimized decal command buffer refresh
Enabled decal instancing by default
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Merge from decal_instancing
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Removing fucked component reference from server.prefab
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
Checked the instancing checkbox on some decals that didn't have it set
Added randomized tinting to foliage shader (still disabled)
Added randomized scale to new foliage system
Added value noise to new foliage system
Added smooth distance fadeout to new foliage system
Added skinwarmup convar (waits for skin downloads to finish before joining a server)
Code formatting on some random files
Added workshop.print_skins console command
Some code cleanup in preparation of more custom instancing
Keep connection alive when waiting for skins
Network++
Print counter in loading screen when downloading / processing skins
Added instancing support to foliage displacement pass
Adjusted maxrpcspersecond default value (now 200)
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Reverting accidentally commited ProjectSettings
Scene2Prefab for loading screen
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Native call return type tweak (int to void)