202,574 Commits over 4,171 Days - 2.02cph!
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed all icons highlighting like beltbar icons
Fixed SoundDefinition NRE
Each shot animation can now have individual return power
weakspot implementation v1
more decal changes and Torch VM smoke tweak.
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
Owl ready anim, backhand anims
Added anim template
Consideration refactor, allowing considerations to consider both Myself and Target from a DecisionContext in certain... contexts.
Tweaking BehaviourGroup membership
Fixed a stupid thing in SuitableMateCosideration
Fixed Agents getting stuck in a BehaviourGroup
Testing some performance tweaks in Unit+Senses and Stat.Tick (implemented IComparable on IStatModifierTickable for faster OrderBy
A bunch of extra gunshot sounds
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
Bullet impact decals abound.
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
FOR FUCK SAKE tweak room prefab
!A WIP wall
balanced heli loot
added crashsite
balanced movement
added death state
lightex has optional offset
bunch of stuff I can't remember
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
helicopter actually leaves now
removed debug.log calls
increased sizes of weakpoints on helicopter
Some tree mat fixes after the mat regen. Cliffside boulder spam topo stuff. (disabled for now)
reduced heli bullet damage
slightly reduced orbit height
added heli convars for machineguns
Refactored looting. Not 100% though.
EffectSettingsEditor tweak
Airdrops avoid powerlines
Pushed number of agents we tick on minute and hour up to 200 (from 20), so that it's slightly more performant with scaling numbers of agents.