108,316 Commits over 3,867 Days - 1.17cph!
Fixed walking/running stopping when closing inventory menu
Fixed chat box opening again on submit
Chat has scrollable history
Can click on avatars in chat to view steam profile
Fixed too many veritices in canvas error if lots of chatting
Fresh new error for Diogo.
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Added debug logs to CullCell
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Fix rock sounds not playing
some 3rd person animations for the pump shotgun
Debugging not being able to wake up
Fixed stack splitting dupe bug
Brute force merge without any lube.
Changed legacyterrrain splat control textures from rgba1+rgba2 to rgb0+rgb1+rgb2
Fixed control map being tiled in shader when in edit-mode
Catch & report RPC exceptions nicer
Fixed EAC banned users sometimes not getting kicked properly
Fixed NRE in RandomDynamicPrefab.EnterView
If network exception disconnection, tell server what the exception was
Handle main menu news not loading properly
Fixed blurry menu texture
Fixed UI scaling wrong on 4:3
Fixed some player chat messages just printing "SERVER"
Fixed white line on Steam avatars
Fixed not being able to drag from belt bar or some of loot bar
Put corpse inventory container first (temp hack, so can loot corpse body)
Added experimental tiling per splat; only on legacy shader atm
Unbroke blend mask toggle
Attempt at fixing TerrainPaint splats going retard sometimes
Terrain atlas generator now throwing error on invalid splat texture size
Fixed being able to drag empty icons
Added Pickup notifications
Added blend masking toggle to TerrainPaint, for debugging purposes
Fixed TerrainPaint mismatched splat channel ordering in play mode
NPC no longer jump far ahead after being updated slowly.
Added skinned male variant head with LODS
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Fixed ItemIcon shader being grayscale on OS X
Tweaks menu - sound + input options, fps graph
Fixed String.ToInt not working as designed
Fixed graphics.quality not changing all quality settings
Updated phrases
Fixed two script class name fuckups
Bunch of terrain texture V2 renames.
Started to unify flee and retreat.
Strip server-only components on client build
Removed ConsoleSystem.ConvarChanged
Updated ConvarWater to use new convar callback
Belt bar selection highlight
Added TextureUtil class along with TextureUtil.ReadCompressedPixels from Texture2D
Scene2Prefab - optionally don't update unchanged scenes
Removed editor checksum debug log