127,157 Commits over 4,109 Days - 1.29cph!
Stability warmup queue processing tweak
No need to recheck self after updating the cached stability value (tiny optimization)
Don't try to send network updates while loading
Don't open connection until after collider batching, stability init and save cache creation are done
Added audio.ambience convar (sorry, disabled by default because it spams memory allocations)
new walk/run animations for all weapon holdtypes
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adjusted the LOD distances for a bunch of items / animals
Ambience GC fix + a few minor optimizations
AmbienceEmitter CompareTo outside if client
fixed bug with some of the running animations not making footsteps
fixed bug with footsteps sounds not playing when the player is turnign in place or jumping in place.
fixed some walk animation not playing footsteps
Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
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AmbienceManager uses IComparable implementation instead of delegate to sort emitters
AmbienceManager profiling
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Fixed issue that made constructions placed via the planner awake at world origin on the server
Fixed building block sound cutting out on placement
Keep serverside sleeper collider enabled
Adjusted high external wall and gate deploy volumes
Tree colliders now more accurate, instead of just looking like pills.
Roofs offer sideways support for walls
Changed roof sideways stability supports to female only
Serverside tree collider preprocessing fix
fireballs are extinguished by water
torch extinguishes underwater
Get official servers from url, not from steam
More accurate EAC kick messages
Client doesn't need clientinfo anymore
Low cloud textures/materials
High cloud textures/materials
New Billboard FBX
switched back to the old walk/run animations
Moved protobuf shit to a seperate library
Underwater rendering (finally) with half decent lighting and scattering (Q=1-2)
Revamped water optics for more natural coloring, extinction and scattering; easier tweaking as well
Fixed some issues related to depth maps during water rendering + a few optimizations all around
Moved networking base to its own dll
More library organisation
flies spawn around dead ragdolls after a few seconds
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Soft target melee weapon impact sounds + some impact sound fixes
Underwater rock placeholders
Default seed and salt are scrambled whenever the save version is increased