127,967 Commits over 4,109 Days - 1.30cph!
Fixed rare mesh flickering when switching LODs while batched
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed some doors being invisible when moving for the first time after joining a server
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
MeshData utilizes memory pool
Restored entity.spawn command
bind prints current bind if no arguments
Fixed NRE in NeedsCrosshair (@helk)
fix for ak world model offset
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Cherry picked foliage wind
Fixed shadow related shader compile errors
ResourceRef object cache
Create new scenes for Client Entities, Server Entities, Effects
Unload scenes that are loaded and then have their contents stolen
Name the localplayer "LocalPlayer" in editor
increased size of sewing kit
Optimized OnInventoryChanged path, profiling
Table models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
Item screenshot scene update
Added new gunpowder worldmodel
Batching optimizations and fixes
vending machines can enable broadcasting and show up on maps
protocol++
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
fixed server compile issues
Better load balancing for batching tasks that cannot be threaded
Heavy plate armour assets
Added cheap and generic high freq detail to terrain potato quality mode
Tweaked intermediate terrain quality modes
Reverting to old non-multithreaded batching for the patch (too risky)
guest code on codelock
heavy plate armor slows player movement
Fixed anisotropic performance regression affecting terrain perf on launch
added a walk animation for when the player is moving slower
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sentry turret has laser sight
caveman sash visible after player has touched any hostile item
Physics sounds for a bunch of the new item worldmodels
Tweaks to some item ui sounds
if bed is made public it can be taken over and slept in by someone else
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plate armor recipie/armor/movement balance
phrases
Allow volume to be set on scheduled sounds
Vending machine cancels scheduled phys sounds when vending is canceled
Tiny merge fixes
merge from main/physicssounds2