115,248 Commits over 3,959 Days - 1.21cph!
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
Implemented goosey's silencer model
Implemented goosey's holosight model
Fixed issue that could force LOD0 to always be visible
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed error spam on connect
Fixed seams in foam noise texture
More foam options; parity
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads
Compile fixes (CLIENT / SERVER)
Automatic batch splitting when vertex count limit is reached
Updated water and river materials
Water specular and smoothness control (doesn't affect SSR)
MeshCull plays nice with batching
Batched mesh readonly fix
Skip LODs that use multiple submeshes (for now)
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Command line -connect test
Print command line during bootstrap
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
Retired LODBatch (use RendererBatch)
Generic deployable prefabs
Building deployable prefabs
Removed some un-needed errors
Don't receive voice chat when dead
Large water catcher is researchable
Fixed using blueprints as ammo
Fixed invisible collectables (placeholder models)
Fixed skin ambient lighting
Water2 parity changes from before; improved distant fog
fixed semi auto rifle ironsight offset
updated loot tables
updated icon for semi auto rifle
protocol++
Fixed rock particles from colliding with player collider