108,027 Commits over 3,867 Days - 1.16cph!
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
adjusted tracer material to look similar to old one
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
tracers effects are scaled based on velocity
Fixed radtown barrel spawners spawning spawn handler entities
Fixed server not compiling
Stats stuff
Even better without missing materials
The glorious return of fps.graph
Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
Animate animals further away
Applied Xavier's fixed snow jackets
Added dev section to F2 menu (just some layer toggles for now)
Tweaking player movement mass
Default project settings missing CLIENT
Add concmds to the global namespace if no conflicts (ie you can now call "fov 75" instead of "graphics.fov 75")
No shooting from ladders
Hardcoded viewmodel lower degrees ( so you can actually tell the weapon is lowered)
Fixed NREs in MaterialConfig
Can't place ladders inside ladders
Attempt to stop Canvas.BuildBatch taking 4ms per frame
Shaders and Asset Bundles... fucking unity
Trim newlines and shit from phrases
Fixed phrases not updating properly because of rogue tabs
Added SpawnHandler warnings when AddInstance is called out of order
Testing out server console utf encoding
Triggers - don't create list objects until they're needed
seperated the attack animations for the bolt rifle, so players can fire and hold the button down, and then let go to resume the bolt cycle action
Touching flowers to try to fix weird stretching thing in editor
SoundManager error handling
Made ladder placement more tolerant of uneven surfaces ( like rocks )
Can place ladder even if no building permission
got rid of clovers
adjusted flower lods
Fix stag footstep sound references
Turned shadow casting off on clutter flowers/clovers
BuildingBlock / Signage need to start disabled
Made low-quality LOD of roofs disappear again when getting close (temp fix)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Ladder placement orientation
Lets treat prefab/asset/unity files as binary - because merging them should never happen
Ladder trigger
Ladder movement
PlayerMovement dev scene
Serverside held entities properly hidden in editor
Skipping FixAtlasMipLevels in D3D11; UpdateExternalTexture bug was disabling bilinear filtering permanently
Deleted some SE plugin inspector terribleness
Don't force-initialize LOD grid when refreshed
Added object quality slider to F2 menu