11,009 Commits over 4,048 Days - 0.11cph!
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
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++
Temporarily reverted GameTrace
Fixed construction placement guide snapping away when someone walks into the building volume
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
Deferred decal refactor
DeferredDecal SpecGloss support
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
TerrainPath keeps a list of spawned monuments (cc Helk)
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
Fixed tool cupboard deployment guide rotation