10,550 Commits over 4,324 Days - 0.10cph!
Added minor safety cooldown to prevent multijump exploits
Fixed decal shader on DX9
Added head tracking to PlayerInput
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
Added building prevent_building colliders to barricades
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
Added trackir.refresh and trackir.recenter console commands
Reduced rain probability overall
Allowed rain in the arid biome, albeit less intense than in the other biomes
Network++
Made player movement climbing state slightly less forgiving
Added lookDir to ModelState message
Added ModelState lookDir handling
Added onLadder and lookDir comparison to ModelState.Equal
Network++
F2 menu automatically refreshes TrackIR
Added timing for overall duration of the procedural generation
Fixed player aim in inventory
Refactored radtown loot spawn
Added LocalClock (same as SynchronizedClock, but without the synchronized bit)
Spawn group now uses LocalClock
Fixed some radtown barrels spawning underground
Moved Spawnable to the same folder as SpawnPopulation
Merge from radtown-spawn-refactor
Fixed floaty airfield hangars and warehouse
Fixed construction and deployable placement check regressions caused by the layer refactor
Fixed TweakUIMultiSelect initial state
Tweaked god ray color around dawn and dusk
Fixed beachside trees being allowed to spawn on cliffs
Added third TrackIR rotation axis
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
Added CheckCapsule to GamePhysics (unused for now)
Decoupled head and body directions in PlayerEyes
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
Fixed floaty airfield boxes and missing crates
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
Fixed some deployables that should be placeable on foundations being unplaceable
Tweaked wall deploy volume thickness
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
Added spawn.fill_populations and spawn.fill_groups admin commands
Don't check for construction in DeployVolume
CraggyIsland layer updates
TerrainCollisionTrigger ignores other triggers