127,611 Commits over 4,109 Days - 1.29cph!
Admins can get combat log of other players
Attempt at fixing index out-of-range exception in culling; https://sentry.io/facepunch-studios/client/issues/275956012/
Undoing staging branch shit that we no longer need (yay)
rebaked out vertex lighting, reskinned and added skin-haircap to male pubic, made look better on non tssaa
Skin icon loading rewrite (performance, memory)
Some more workshop skin profiling
Only cull game objects we culled components from when they don't have any children
Fixed skin icons not calling apply after loading
SwapArrows is IClientComponent
First pass on convars for monument spawning of npcs.
fixed explosive bullets doing slightly too much damage
water_well_c scene progress backup
Some more AI improvements.
water_well_c scene final-ish progress
Fixed bear skeleton properties referencing the prefab instead of the mesh
Don't recalculate mips when applying skin icon (already done in native code)
Use default item icon for skinned items until the skin is loaded
All item icons can be up to 512x512 (+ double checked they're compressed)
Log warning when icon dimensions on an item are off
Changed the way default icons are used before a skin icon is loaded because Unity
Unity can't resize compressed textures, so don't try to do so
When anti hack is disabled, send warning to admins whenever they connect
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
Adjusted maximum anisotropic filtering settings for tiling textures
Adjusted maximum anisotropic filtering settings of various textures
updated hazmat suit model
updated outlines for new arrow types
small refinery now produces charcoal
can no longer place dropboxes under water
must wait 30 seconds to repair a structure after it has been attacked
hazmat suit craftable
hazmat icons and art updated
More flexible spawning for npcs.
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds
Third person ADS sounds have super super short range
can rotate tool cupboard with hammer + priv
can no longer build around heli crash site
can rotate workbenches with R during deployable phase
Improved ai robustness a bit.
Added slight delay between acquiring a target the first time and firing for Scientists.
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
If scientists are disabled, don't bake monument navmeshes.
EAC SDK update + PlayerKill reporting
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
AI Fake UserId's are all under 10000000
Fixed AI showing up in cheat report
Fixed suicide showing cheat report button