110,878 Commits over 3,897 Days - 1.19cph!
Fixed some head wrap clipping issues with new head models
re-rigged the rocket launcher to include Tom's new rocket model
Clientside IsDeveloper() fixes
Fixed parachute cull distance
Fix rustle sound triggers being on the wrong layer
view model animations for rocket launcher
sound effects and special fx for rocket launcher
Fixed server autoupdating on startup
Completely removed clouds from the raid biome
rpg fbx + textures + material + lods + prefab (lod needs improvement)
Enabled screen-space water in builds; pushed back eye clipping
Moved gameapi stuff to new backend
Fixed BuildingTest save not loading
Fixed grade materials not being always being applied properly
Fixed compile error
Fixed player.IsSprinting not working for other players/server
Fixed player.IsDucked not working for other players/server
Moved MixerSnapshotManager to client instead of Camera (so it works when not in game)
Can remove sleeping bags from death screen
Possible fix NRE in DoClientConnected
Added water level awareness to screen-space water; fix issue #123
Speedtree buildserver crashes (!)
Handle missing map properly on client
Handle maps without terrain properly
Fixed out of order errors
fixed the missing normal map on the viewmodel arms.
First pass at wolf sounds
Implemented Tom's 3 new head meshes
Added map to build settings :x
Spawnhandler doesn't require TerrainGenerator (init'd in Bootstrap)
Components on TerrainMeta adds more components that are probably required
Added non procedural test map (CraggyIsland) (this isn't the one petur is working on, it's a small dev test map)
Horse ragdoll
Stop ragdolls kneeling up on spawn
Loading screen music facility
Fixed tree placeholders
Changed how snapshots are sent (for more reliable loading order)
NetworkProtocol++
Fixed changing water mesh parent during OnEnable
Removed water debug messages
bean can grenade fbx + lods + prefabs + textures + materials
implemented dan's gibs for furnace, large storage, small storage,
Fixed potential compilation error in Standard-Specular shader
Second attempt at screen-space water; now working on builds