127,636 Commits over 4,109 Days - 1.29cph!
overgrowth atlas textures wip/backup
manifest
python fixes
protocol++
tweaked some sounds for the python revolver
fixed the hold pose for the python / m92 / lr300 ( player no longer holds the guns to the side anymore )
python slots
fixed hemp turning brown when picked
Added hiz based player culling (only terrain atm); kept ray-based culling as fallback when hiz disabled
fixed attachment points on python revolver
fixed clipping issues and floating scope/holosight attachment points for a bunch of other weapons
fixed python worldmodel attachment points
first pass of cloning plants
crossbow cheaper
p250 does same damage up close and less damage far away
python increased damage/range
tweaked positioning of 3rd person python model so it sits better in the hand
fixed 3rd person spear holding so it points in the direction the player is actualy facing
tweaked ak47 3rd person anims
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
RecalculateBounds takes SkinnedMeshRenderer into account
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Updated entity bounds on a bunch of weapons
Optimistically re-saving every prefab with a particlesystem
damage balance for python
limit clones per cutting to 5
phrases
Subtracting
18437 (cc alexrehberg)
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
Moved all script assets out of the "Content" folder (presumably irrelevant)
Removed PDF from "Content" folder (don't think this is used)
Fixed missing scripts in neutral_dungeon_lighting prefab
Added Tools/Find/Missing Scripts
Fix NRE in
18437 and reapply
Fixed white background on player preview
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
Replaced Facepunch.Tick (appears to be fucked)
Fixed shader compile error in edge detect shader (vulkan)
vegetation models WIP
roads and railroad overgrowth dressing
Fixed placed entity spawn pos/rot being reset