130,507 Commits over 4,140 Days - 1.31cph!
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed all icons highlighting like beltbar icons
Fixed SoundDefinition NRE
weakspot implementation v1
more decal changes and Torch VM smoke tweak.
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
A bunch of extra gunshot sounds
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
Bullet impact decals abound.
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
balanced heli loot
added crashsite
balanced movement
added death state
lightex has optional offset
bunch of stuff I can't remember
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
helicopter actually leaves now
removed debug.log calls
increased sizes of weakpoints on helicopter
Some tree mat fixes after the mat regen. Cliffside boulder spam topo stuff. (disabled for now)
reduced heli bullet damage
slightly reduced orbit height
added heli convars for machineguns
Airdrops avoid powerlines
Fixed potential thread related crash
Fixed gate locks (temporary hack), door speeds
Building parts get less black when they're damaged
Mesh batching verbosity has 2 modes
Only editor-refresh deferred decals if not in play mode
Stone Gate models (lods and collisions) - gibs coming later
Stone Gate skin prefab setup
Atlas texture additions
New stonewall_c diffuse texture and blending masks
Added attack helicopter to Savas and Hapis.
Removed valpha from wall.stone.high.gibs
Added barbwire damage volume to the stone wall prefab
More accurate collision for ^
completely nerfed the torch
All speedtrees to Asset Gallery.
Commented out bone warning (can happen on building blocks when the skin isn't setup yet)
Warnings and protection on null named players - which should never happen but apparently is