111,741 Commits over 3,928 Days - 1.19cph!
Underwater rock materials
Removed rock 12 from underwater spawn table
Underwater clutter placeholders
Terrain painting usability fixes
Merge from dungeons_greybox_2
Default seed and salt are scrambled whenever the save version is increased
Underwater rock placeholders
Soft target melee weapon impact sounds + some impact sound fixes
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flies spawn around dead ragdolls after a few seconds
More library organisation
Moved networking base to its own dll
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 protobuf shit to a seperate library
switched back to the old walk/run animations
Low cloud textures/materials
High cloud textures/materials
New Billboard FBX
Client doesn't need clientinfo anymore
More accurate EAC kick messages
Get official servers from url, not from steam
torch extinguishes underwater
fireballs are extinguished by water
Serverside tree collider preprocessing fix
Changed roof sideways stability supports to female only
Roofs offer sideways support for walls
Tree colliders now more accurate, instead of just looking like pills.
Adjusted high external wall and gate deploy volumes
Keep serverside sleeper collider enabled
Fixed building block sound cutting out on placement
Fixed issue that made constructions placed via the planner awake at world origin on the server
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AmbienceManager uses IComparable implementation instead of delegate to sort emitters
AmbienceManager profiling
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Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
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 bug with some of the running animations not making footsteps
AmbienceEmitter CompareTo outside if client
Ambience GC fix + a few minor optimizations
adjusted the LOD distances for a bunch of items / animals
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new walk/run animations for all weapon holdtypes
Added audio.ambience convar (sorry, disabled by default because it spams memory allocations)
Don't open connection until after collider batching, stability init and save cache creation are done