33,174 Commits over 4,109 Days - 0.34cph!
Cleaning console command running paths
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
Added more occlusion meshes
Pause ServerMgr.Update until the connection is open
Moved beartrap displacement go to invisible layer
Saving default time scale of 1.0 (rather than 1.0028036)
Salvaged cleaver optimisation
Shader parity with prerelease + deferred mesh decal instancing
Fixed potential NRE in playerModel applyVisibility + compilation warning
Nomenclature changes to grass shader
Added foliage shader
Added server convar to pause time while loading (defaults to false)
Beancan grenade optimisation
ak mesh entity changes ( lod 2 was not displaying properly)
▍▄▍▇▌▌▍▊ ▅▍▊▌▆▍▅ ▌█ ▉▆▊▉▊▋ ▊▌ ▄▉▍█▅██▋ ▍▌█▇▇▍▌▍ █▇▍▉▄▆▊ ▊▊ ▅▅ ▆▅▅▆
fixed the shells not ejecting / mag not dropping on the ak47 worldmodel
More shader parity with prerelease + removed parallax mapping (for now)
Removed redundant shader tag
▅▆▌▊▍ ▉▅▅█▅▄▋ ▆▅▄▊▍█▍▊ ▌█▉ ▅▉▋▇▌ / ▌▊▊ ▄▉▊▇
double armored door hatch functional
smoother movement on hatch open/close
phrases
fixed the material on the 3rd person shell casings
Removed forward passes from grass shader
Updated foliage shader with barebones down version of Standard (wip)
Custom collisions for L&R armored double doors - can shoot your face through
Enabled time.pausewhileloading by default
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
AH logs are warnings (yellow)
- Fixed issue with auto turret ak not displaying
- Added ak lods to auto turret
Fixed binds sometimes printing out null
Fixed ent commands bound to keys getting fucked up
Holdtype fixes for lr300,semi auto rifle,m249 & flamethrower
fixed slightly off position of double door hatches
Armored doors LOD1 include the peep hole
Water bucket optimisation
Fixed UV errors in metal chest plate
Game object layer is included in renderer key hashing (batching)
Fixed deferred mesh decals
Back to safe applyVis
Hiz culling enabled by default
New flame turret sounds
Fixed slot deployables not palying placement sounds
Polished a bunch of existing deployable placement sounds
Add placement sounds to most deployables that had none
added most vending machine functionality
protocol++
Disabled occlusion culling on server