127,304 Commits over 4,109 Days - 1.29cph!
overgrowth dressing on new road segments
Rocket factory update / AC unit greyboxes
Invoke handler implementation
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
reverted viewmodel FOV changes
Rocket factory site / warehouse greybox update
added an inverse scale on the player arms (relative to the random spine scale), so they hold the weapons better in 3rd person.
tweaked binocular 3rd person positioning
ak47 viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
adjusted the ak47 worldmodel so the magazine drops from the proper spot in 3rd person
m92 viewmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
wood/stone spear viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs )
sawnoff shotgun / double shotgun viewmodel animation tweaks ( reduce clipping at various FOVs, made anims more 'weighty' )
Rocket facility site / roof buildings, doors, warehouse interior, windows
Show invoke handler tasks with "perf 7"
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
Merge from invoke_handler
holosight worldmodel lod updates
lasersight world model lod updates
Quick fixed menu UI until we determine that the canvas changes are on purpose
Reduced default animal populations
DoEffect warning spam editor only
Fixed rare ArgumentOutOfRangeException in InvokeHandler
Stripped Mesh.MarkDynamic entirely because it's retarded
Muzzleboost world model lod updates
Another ArgumentOutOfRangeException
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Simplified a few more building occluders
Added more core occluders
Added building occluder set up scene
Raster tolerance tweaks on a few occluder meshes
Merged occluder optimizations
Group profiler by entity name in GroupDestroy
Profiler sample around Protobuf.Entity.Deserialize
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Load DebugSkin differently