130,600 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Clean: minor comment fix
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: projectile-entity test now covers more internal code
- cleaned dead code - not sure I'll need it in the future, so to the grave it goes
Tests: ran the unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add: new Projectile vs world base entity tests
Tests: ran the unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from party_system -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fix missing shader input on scene load
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from party_system -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
 
                
                
                
                
                
             
         
        
            
            
            
                
                shadow map cheapification
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some .FBX.meta I didn't catch because they were uppercase
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix legacy hooks for entity iterators feeding entities to the callback
Minor cleanups in gl_util.cpp
Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add some sanity checks for malformed models that could crash the game (to do w/ textures)
Improve V49 model support for VRAD static props
-allowdynamicpropsasstatic also allows props without $staticprop
VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading
Fixed an issue with format strings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert even more .fbx.meta and .mat files to the state they have on /main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract all .mat changes to investigate artifacting issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract all .fbx.meta changes to investigate artifacting issues
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Deployables can now be deployed on boats at sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from placement_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed crash issues with VPC.exe on windows
Carefully updating win32 side of VPC scripts
Update windows built scripts a bit
Minor cleanups in gl_util.cpp
VPC Cleanups
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor VPC cleanups
More VPC Cleanups
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Construction setup.
Block fixes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed InstancedDebugDraw instance and command buffers initially bound to zero
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix peripheral vision being too strong in combat
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up
Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: reset turret's cached visibility when unsetting the target
This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction.
Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
 
                
                
                
                
                
             
         
        
            
            
            
                
                use soft mask instead of uigradient because its poopie
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: turret will respond to sneak attacks
- takes 3 seconds to drop aggro that forces aiming
Spotted another bug - target and targetVisible can desync
Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
 
                
                
                
                
                
             
         
        
            
            
            
                
                Linking Graffiti pack and video on medieval
 
                
                
                
                
                
             
         
        
            
            
            
                
                Nicer fade ramp on store items
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change overlay base to use new sliced downwards gradient
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                trying out lerp transition again
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increase reaction time, reduce damage, simplify accuracy formula
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent sun banding at twilight.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Have scientists always be surprised when first hearing or being hurt by a player
 
                
                
                
                
                
             
         
        
            
            
            
                
                Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
 
                
                
                
                
                
             
         
        
            
            
            
                
                configurable horizon buffer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists being able to shoot through solid colliders when hearing the player
 
                
                
                
                
                
             
         
        
            
            
            
                
                trawler ship hull material vcol blends progress, more uving