33,197 Commits over 4,109 Days - 0.34cph!
Allow chatting while spectating
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Removed the locks that were part of our door textures
Moved elephant grass to TreesSource
Increase voice limit for viewmodels a tiny bit
Crystal fixes. Ambient tweak.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal tweaks. And added to the map.
Quick pass at crystal ambience
Code lock fixes
Goosey's animal LODs
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
rpg 2 + lods + prefab + textures + material
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane
Map v1 (just fog of war, no drawing yet)
Map NREs
Removed some redundant raycasters
Switch off some raycasters when not being used
ban command also bans ownerid if using family share
status command now shows family share ownerid
status command takes an optional argument (player search filter)
Converted water checks to a baked water map lookup for better performance and river support
Network++
fixed bullets in pistol texture
Fixed main menu NRE
Added "debugmode" start parameter
Fixed blue shirt collision being scaled by 100x
Fixed metal plate collision being scaled by 0.3x
Fixed hazmat helmet collision being scaled by 10x
Added warnings if skinnedcollider is scaled
Added missing world setup object to PlayerModel scene
Huge UI performance increase
Added eraser to map
Map drawing always enabled, pan around with right mouse button
Made console history culling less terrible
RPG type 3 fbx + prefab + textures + material + LODs
Tweaks menu - timings boilerplate
Goosey has been committing to the wrong branch :S
Halving tree count (Speedtrees in Unity aren't speedy at all)
Reducing animal count
Tweak Menu timings - time layers
Disabled checksum disconnect until next month
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)