225,857 Commits over 3,714 Days - 2.53cph!
Removed CrashController
Roadmap service
Roadmap Controller
Updated SteamVR
Made SteamVR_RenderModel..ctor protected
UNITY_EDITOR_HACK
Refactored game finish/surrender/disconnect handling, more gamehost, command and command handling cleanup
Latest data
Stats field
SteamScrapeController
Updated engine assemblies
Cleaned manifest loading
Moved database result to models
Fixed rust/std shaders getting color applied twice since cs
21864
Removed all default client bool parameters from commands
started some Cmd refactoring
Put SteamVR_Editor in #if UNITY_EDITOR_HACK
Trying a workaround for a Unity bug
Removed empty consideration groups on Goal.Sleep and Goal.MakeFire
large bag and packpack items, not functional
more GameInstance refactoring
Fixed an NRE when using dynamic cover point volumes.
Ai tweaks.
Disable analytics unless userid specified
Reduced analytics timeouts
very WIP squad editor stuff
Added Threading utility (QueueOnMainThread)
Call Threading.RunQueuedFunctionsOnMainThread every frame
Opening feedback no longer locks up indefinitely
Initializing AiManager via bootstrap.
reduced rabbit walk speed
fix for walking on the spot while sleeping
ore flare system
toggling lights no longer sets isOn flag on pants etc
ore bonus minigame baseline
Removed turtles from trap array, rabbits are working better now
Fixed some exceptions when selecting non-human units in debug mode
Fixed some more trap issues
Added a button to the Agent Debug Panel to select that agent
Tweaked some hardcoded stuff to make undergrounds nicer
Fixed dropped weapons using collision on client
moving wall boss unit, tweaked hiding units
Fixed weapon pickup sound
Playing weapon pickup on client
Networked weapon drops
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around