33,595 Commits over 4,140 Days - 0.34cph!
fixed all weapon ikhold positions so they work with bonescaling.
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)
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
Added refresh_colliders and refresh_renderers console commands
Batching vertex count / submesh cutoff is adjustable via convars
Made player movement more direct
Divide by zero error (uncommon)
Fixed bug reporting error
Don't network spectating players
Enabled vertex compression in player settings
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
Added world based beam shadow; shadow intensity control for both animated and world
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
bind second argument doesn't need quotes
Enabling low compression on all our meshes to see what happens
Updated lashlight beam to use new beam shader features
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
tweaked 3rd person look up/down animations so they more closely match 1st person
Steamworks update (server)
Beam/flashlight beam polish