198,617 Commits over 4,140 Days - 2.00cph!
concrete slabs and sewers overgrowth dressing
Fixed placed entity spawn pos/rot being reset
vegetation models WIP
roads and railroad overgrowth dressing
made behind the windows on truck 3 paintable
Fixed shader compile error in edge detect shader (vulkan)
fixed paintable stuff on beep truck 3
Replaced Facepunch.Tick (appears to be fucked)
added howie's truck to art repository
added howies truck to new paint scene and setting up paintable materials
ignoring and deleteing RainbowFolders, QHJierarchy and SceneMate
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
Drag/drop working again. Removed debug prints.
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
Fixed white background on player preview
Fix NRE in
18437 and reapply
Added Tools/Find/Missing Scripts
Fixed missing scripts in neutral_dungeon_lighting prefab
fixed friendly-target abilities after moving a unit, fixed NRE on combat text
Removed PDF from "Content" folder (don't think this is used)
Moved all script assets out of the "Content" folder (presumably irrelevant)
More hit % panel improvements
hit % display logic improvements
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
Subtracting
18437 (cc alexrehberg)
damage balance for python
limit clones per cutting to 5
phrases
WIP Buildings refactoring. Upgrades base functionality now working
Fixed shader include paths (Shaders folder now in Assets root)
Improved default interaction validation in BuildingSettings.OnValidate