127,268 Commits over 4,109 Days - 1.29cph!
Fixed misc sentry errors
Log server errors to a seperate sentry
protocl++
Loot panel now properly shows all containers
Corpses have a seperate clothes container (prep for clothed corpses)
crouchwalk/jog aninations for the player + pistol;
Suddenly the TestLevel coast is a bit chilly.
Saving a colder TOD xml for the upcoming multi-biome support.
Automatic code fixes (coherentUI, Colorful, FogVolume, Shatter, Ranged Ambient)
64bit Steam DLL for playing in the editor
Fixed always being underwater (collider.bounds seems to be wrong in Unity5)
Player materials
Disabled Amplify Motion until D can fix it for U5
Disabled motion blur properly, in effects convars
Changed render-path to new deferred
Fixing CoherentUINet.dll complete fuckabout
Fixed 32bit windows build not copying coherent libraries properly
Removed some unneeded server debug output
Removed some #if UNITY_5_0 stuff I added before since the build server is now updated
Removed shadow softener until it's updated for Unity 5 support
Fixed warnings in TerrainSkin and beautified its code a little
Fixed some pink materials.
Re-compiled plugins with new UnityEngine.dll
More fighting with CoherentUINet.dll
Fixed billboards being massive (they're still broken though)
crouchwalk/jog animations for playing holding a pistol
Added some missing meta files
Unity 5 wants to update those two texture meta files, new parameters seem to be in-line with the other ones so why not
Updated terrain generator test scene
Fixed some broken materials
More broken materials
Switched default render mode to Legacy Deferred (new deferred doesn't seem to apply fog)
Updating properties on models so materials don't get re-created on import
Recompiled plugins with working UnityEngine.dll (!)
Fixed more materials
Fixed NetworkVisibilityGrid was trying to set the vis provider before network initialized
Disabling gibs (performance test)
Don't fuck with timings (for now)
Fixed errors not being reported
Error reporter per platform
Testing whether 64bit versions will allow Development mode now
Added option to make Win32 client debug build
Disabled water reflections (huge fps boost - possible Unity5 bug?)
Fixed player being a black shiny blob
Include 64bit steam dlls with debug server build
Lessen network grid size (perf test)
Fixed possible NRE on scene unload
Disabled PVT until it works again
Disabled WaterFogVolume until it stops overlaying everything
Increased client connection timeout
Deleted skinshader, furshader (not working in u5)
Fixed terrain shaders (white terrain at close range)
Asset files for the remaining icebergs.
Iceberg metas and normal map fixes. Toned down the water material reflection opacity, to banish the blinding holy water.
Actual iceberg metas this time.
finished the player + pistol animations; commiting the crouchwalk for the player + torch anims
Added torch & torch_lit overlays to player controller so two sets of anims can be played ( like the view model anims)