108,632 Commits over 3,867 Days - 1.17cph!
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup
Added reverse lookup for batched mesh colliders
tweaked the wounded animations so they blend into the "get up" animation better.
the player will pick a random wounded animation when he's shot (except for a headshot)
relax gesture for hatchet weapon hold.
Env sync tweaks and fixes
Pixelate shader no longer falls back to black rectangle on low shader levels
Don't run event schedule while still loading
Fixed objectpool creating unityui mahem on stopping play in the editor
Added clouds to reflection probe
Cliff block, 9 & 10 cull fix.
Added collider grid with load balancing
Added collider mesh batching
increased decay delay to 18 hours instead of 12
fix for all decay timings being twig decay, whoops
fixed a bug with the relax gestures
Bush creeps can now hide from players running low quality setting.
tweaked some of the wounded animations and sound fx
added a relax gesture for when the player is unarmed
Fixed water related delays / shore issues when switching weapon
Added smoke and embers VFX to T2 Furnace
Reduce building gib sound volume a bit
Added sticky gizmos option to TerrainCollisionTrigger
Projectiles keep history of the bones they've hit
Fixed friends list not clearng old friends
Fixes NRE in news source
Fixed NRE in trackir commands
Disabled some error reports (server mods, FMOD errors)
Slight fix for inventory opening hitch (need to review exactly how we display blueprints)
Added overrides for Unity's built-in Standard shaders that don't fallback to forward-only rendering in lower LOD
Fixed "see through walls"; updated all existing materials to use overrides
Oak material improvements. Downsized some blank textures to 32.
Fixed SSAO not aware of custom g-buffer normal encoding
Tweaked DamageUtil line of sight check for tiny distances
disable lazy aim for hands and stuff
Fixed C4 line of sight check
Increased projectile min hit delta to account for the full projectile diameter
Only spawn world item when a projectile is stopped completely (not when penetrating)