250,589 Commits over 3,959 Days - 2.64cph!
Automated Windows Build #89
Fixed a few more server exploits
Automated Linux DS Build #88
Automated Linux Build #88
Automated Windows Build #88
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Automated Linux DS Build #87
Automated Windows Build #87
Automated Linux Build #87
* Fixed some NPCs not leaving bodies behind
Refactoring player classes to start to make NPCs. Decoupled NetworkPlayer. Probably bugs.
Automated Linux DS Build #86
Automated Windows Build #86
Automated Linux Build #86
* Fixed a buffer overflow exploit with CreateMaterial ( Thanks ogniK )
Fixed server DoRemoves NRE
Automated Linux DS Build #85
Automated Windows Build #85
Attempt fix Linux packaging issue
Profiling + optimizations
disabled rain collisions (perf)
Updated cave with new rocks
Updated river bedrocks
Updated source rocks
Updated overhang rocks
And some last rock prefabs left, updated default 'pickup from' prefabs in the rock folder with ready settings
Expose build id to server info
Automated Linux DS Build #84
Culled lights in cloud court
Added run to controller, looped
Automated Windows Build #84
Automated Linux Build #84
Uhh, try to fix the linux thing
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
bear rig, not finished but probably ready for anim/deform tests
Automated Linux DS Build #83
Automated Windows Build #83
Automated Linux Build #83
Fixed backface refraction
Underwater shader now scattering aware (wip)
Updated Cowboy rig, run north, added serve WIP
* Removed steam_linux
* Fixed crash issue with PathSegment functions
* Fixed (Lua errors?) printing twice on Linux srcds
* Added CNewParticleEffect.__tostring() and other methods
* Added Entity.StopAndDestroyParticles()
* Added Entity.StopParticlesNamed( string, bool removenow = false )
* Added Entity.StopParticlesWithNameAndAttachment( string, int attachment, bool removenow = false )
* Entity.CreateParticleEffect() now returns the particle object it creates
Added new copy shader; removed deprecated one
Increased pre-fog texture to 1:1 again; switched to rgbm encoding instead for 2:1 and bandwidth savings; looks better than downscale
Now cloning _CameraDepthTexture only on d3d9 platforms
Removed postOpaqueDepth modifications from globalfog and pp scattering; not necessary anymore (kept in DoF, however)
Downscaled pre-fog/refraction texture to 1/4th res
Underwater lighting now uses combined direct+ambient (testing)
Removed all black river fix hack attempts