33,182 Commits over 4,109 Days - 0.34cph!
Fix for NRE when not on a branch
setup the worldmodel for the semi_auto rifle
fixed orientation problems with the wakeup animation
PrefabPrepare - check for nulls
Updated crash reporter URL
Holmzy's Law: When admins give items, announce it to the whole server in chat
Moved secret debug keys to console commands (lookingat, noclip. debugcamera, drawcolliders)
Fixed missing textures on key lock
Fixed rock particles from colliding with player collider
updated loot tables
updated icon for semi auto rifle
protocol++
fixed semi auto rifle ironsight offset
Water2 parity changes from before; improved distant fog
Fixed skin ambient lighting
Fixed invisible collectables (placeholder models)
Fixed using blueprints as ammo
Large water catcher is researchable
Don't receive voice chat when dead
Removed some un-needed errors
Print command line during bootstrap
Command line -connect test
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Water specular and smoothness control (doesn't affect SSR)
Updated water and river materials
Fixed seams in foam noise texture
More foam options; parity
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Implemented goosey's holosight model
Implemented goosey's silencer model
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
SSR early out on occluded water pixel
Simplified player colour skin lut
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials
Moverd skin shader back into deferred path (had to remove fuzz)
Touched all shaders using rust/standard brdf
Touched speedtree shaders; also using rust/standard brdf
Disabled projectile penetration on players (for better damage predictability, related to 12922)