127,271 Commits over 4,109 Days - 1.29cph!
Added "Particles/Beam"; similar to "Particle\Additive HDR" except with: shadow texture + planar fade + distance fade
Boob bones, female cleanup.
fixed all weapon ikhold positions so they work with bonescaling.
Material specific melee weapon impacts
New plant pick sounds
Lots small sound tweaks/polish
Mix tweaks
merge from main/soundpolish
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Fixed keys.cfg overriding new keys added in keys_default.cfg
reference coroutines by IEnumerator because stopping them with the Coroutine class throws errors (300 errors an hour)
Fixed NETRCV_ReadBytes returned false on suicide
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
New Building frames prefabs setup WIP
Animations and additional files
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
laser recoil bonus nerfed to 20%
updated beam effects (again)
fixed 3p laser perf issues
updated flashlight beam texture
changed material settings for some of the addon textures so they don't look so blurry from firstperson
tweaked the 3rd person rifle pose so it's more aligned with the 1st person.
Added automatic mesh splitting to collider batching
wall.frame linking and collisions paths
Added refresh_colliders and refresh_renderers console commands
Batching vertex count / submesh cutoff is adjustable via convars
building parts use atlased material and Renderer LOD
Added wall.frame to planner
Added wall.frame icon
Prepare prefabs
Forgot icons
back up
added frames test scene
Made player movement more direct