10,480 Commits over 4,171 Days - 0.10cph!
Shipping container material fixes
Rubble pile material fixes
Fixed stutter whenever a painted sign texture is stored in the file cache on the client
Don't cull tree billboards if tree quality is above 50
Switch to tree billboards sooner if tree quality is below 100
Refresh foliage grid when adjusting grass quality
Ceil tree and mesh quality convars at 200 (same as UI)
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Fixed some (legacy?) skins not being applied
Added client file cache corruption detection (+ automatic resolution)
Added "storage" protocol version
Disabled client file cache (test)
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed BoneFollower (improved performance, better foundation for future features)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Fixed regression that sometimes made explosives invisible when attached to doors
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Added network extrapolation smoothing
Increased default network extrapolation time
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Imposter is IClientComponent
Don't spawn bradley while still loading
Merge from roof_building_blocks
Removed occluder meshes from roof prefabs (unused)
Added triangular wall conditional models when placed at a roof side
Removed rotation hack from right hand side triangular walls
Conditional models refresh correctly when rotating a building block
Updated roof side model condition so only other roofs affect it
Fixed missing guides and hammer highlights on walls
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Print full exception when "error loading save" happens
Added server timestamp correction to network interpolation
Network++
Stripped server schema refresh (fixes server stall every 30 minutes)
Fixed server save timings ignoring the majority of the stall time
Send network update when healing entities using upkeep