108,327 Commits over 3,867 Days - 1.17cph!
Fixed two script class name fuckups
Bunch of terrain texture V2 renames.
Started to unify flee and retreat.
Strip server-only components on client build
Removed ConsoleSystem.ConvarChanged
Updated ConvarWater to use new convar callback
Belt bar selection highlight
Added TextureUtil class along with TextureUtil.ReadCompressedPixels from Texture2D
Scene2Prefab - optionally don't update unchanged scenes
Removed editor checksum debug log
Added terrain texture Bake replace request dialog
More layout width for the info fields in the F1 menu
Added world seed, size and checksum to system info
Forgot updated icon metas
Fixed legacyLevel2 not playing for petur
Added control map channel indicator to splat icons
Hide vital warnings if they're not vital
Show main vitals in inventory menu
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Fixed all chat being "text"
Fixed background blur in dev scenes
Fixed steamworks error on shutdown
Handle www error when downloading news images
Handle retry connection error when missing server address
Handle ConsoleSystem.Build when passed a null object
updated the some sound effect names so they match the other weapons
Fixed terrain normal texture scene connections and updated metas
added dryfire anims and sounds for all of the weapons;
fixed some clipping problems with the thompson reload
added ironsight animations for the pump shotgun
Changed normal texture importer format from bump to advanced + auto_compress; manual swizzle, consistent with runtime
Added andre's changes
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Switched terrain normal textures to compressed tangent-space; updated terrain and water shaders
AISense no longer adds redundant obstacles.
Confusing ConsoleSystem.Run refactor
NPC movement no longer creates garbage.
Option<T>.isEmpty no longer creates garbage.
Craft queue info in blueprint list
Right clicking blueprint cancels queue'd craft
NPC population logging now includes player count.
wm_ version of the pump shotgun.
NPC population is now logged just before respawning.
animations and sound effects all done for the view model pump shotgun
Switched some fragment level tex2Dlod to tex2D for performance + a super tiny shader opt
Added explicit Linear texture option to AssetStorage.Save and TerrainMap; enabled bypass RGB sampling in a couple NormalTexture
Enabled back blending between base normal map and splat detail normals (now fixed)
Made rad town placement attempt upper bound more sane
Fixed blurry steam avatars
Increased blueprint scrollwheel sensitivity
Fixed how AISense handles AIObstacleRedirect.
Forgot to check in the updated roof materials for stone roof
Added missing references finder util
Fixed a bunch of missing references