223,524 Commits over 3,684 Days - 2.53cph!
Fixed death camera not using the players eye rotation on death
Hacky fixing of setting up weapon animations when spawning. Fix spawning
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Fixed collision replication, setting collision profile would sometimes change the collision setting, knocking it out of sync.
World entity actors only create one root component using abstract default subobjects.
Cherry pick merge in some extra changes so the bootstrap scene gets made active reliably
Adjust ladder climb speed
Replicate OwnerNoSee and OnlyOwnerSee
Fix weapon world model switching missing events
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Less frequent character vis checks
Include far clip plane in inview check
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Optimized memory pool size for networkables and entity links
Rebuilt Facepunch.Network
FindInGroup editor safeguards
Fixed some memory pooling related issues
gas station damage pass wip
adding easing to unit move/rotation
renaming 'pitch' parameter to 'move' for clarity
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Merged from ai branch to main
Yet another merge from main
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Fixed a small if server check for client compile.
* Added missing material file for the new Combine Soldier PM skin
* FIxed Entity.StartLoopingSound so that it actually starts playing the sounds it creates
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
BindingGen generates the check for these now
Fixed shader packed map labels
Automatic null checking for unreal types
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed KNFE in ProgressionWindow init
Updated Facepunch.WebCon
Enable remote console access if starting with +rcon <username> +rconpass <password>
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
Webite layout
Cleaning
Removed debug output
Website latest
Cleaning
network auth