244,444 Commits over 3,898 Days - 2.61cph!
Save memory by setting up voice data on demand, instead of allocating buffers for each player object
outdoor torch with lods and alike.
Handle terrain bounds correctly when spawning grass and decor
Refactor some terrain generation code
Error logger - always generate our own stacktrace
Added public size and water level accessors to TerrainMath
Added stacktest command
Added further checks to client.connect
sprint left/right animations
Only send errors once
Properly complete the stack trace if it's missing
Recompiled JS with -bare option
Added HUD UI html example and updated test scene
Fixed bow viewmodel prefab creating errors
Fixed editor errors when running client only
Deleting WebPlayerTemplates again
Error logger, add current dll timestamp
Merging HUD UI and angular app setup
Added HUD UI with angular
Enabled read/write on terrain textures - which apparently fixes the "Failed to get pixels of splat texture" error
Fixed client "same key already exists in the dictionary" with string pooling
Use software HTML rendering. Which is a shitload faster for some reason!
Added Sentry error reporting
Moving HTML stuff around a bit - using angularjs
Fixed not saving properly
Added editor menus to load/save
Changed WorldItems item network updating from ticking to event based (server performance++)
Terrain height has to be interpolated and normal can be nearest neighbor
Various grass and decor system tweaks
Added methods to get interpolated values from the thread safe terrain math class
Added FPS graph (fps.graph true/false)
Tweaked FPS graph to display raw rather than smoothed values
Fixed exception when cancelling task when no tasks exist
Run tick cycle every 60th instead of every 30th
Fixed console variables not setting (schoolboy error)
Added replacement menu test scene
moar waterpipe shotgun animations