123,855 Commits over 4,171 Days - 1.24cph!
In editor etc, show english until phrases generated
Optimized LOD grid performance
Optimized LOD object memory usage
Fixed highest LOD not triggering sometimes
LOD grid default parameter value tweak
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
fixed the scale/rotation of the various RPG types on the viewmodel
Entity, collider, rigidbody diagnostics on dump command
Don't transmit voice to disconnected players, even though it works and they could hear you from another server
Fixed asset bundle build target
This should fix the steam ui opening sometimes when pressing space
smoke grenade viewmodel and worldmodel
More gunshot pass 2 tweaks. Bang bang!
merge from main/gunshots2
hit marker sound for helk
Hapis patch candidate. Atmospheric tweaks. Network++
Proper ammotype change prediction
ServerProjectile aimcone calculated on server
Delete old eac0.bin when generating hashes
Force LOD grid init when accessed for the first time
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
Tweaked player LODs so they don't dissapear so soon with low lodbias
WIP smoke rocket (disabled)
Added ST shaders to always-include list (fixes trees on OSX)
proper supply signal icon
Show startup errors in bootstrap
Fixing cursor not working on startup
Use windows bundles on osx/linux test
Fixed stone barricade cost
New error report url
Icons
Optimized procedural material setup
Added edit mode support to material setup
Converted procedural rocks on Hapis Island to the LOD grid
Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
Added profiler sample to inner LOD grid loop