223,504 Commits over 3,684 Days - 2.53cph!
Building views reimport for obstacles
BuildingViewUtility creates obstacles from primitives
nmoBox and nmoCap on non zerored transforms for small building and campfire
Fixed NRE in SmartObject.GetFreeInteractionPositionCount
Sheltered and Campfire effects reduce Wetness
Owned interactions set on some buildings
Put the weather widget back in
Automated Windows Build #9
Automated Windows Build #676
Npc animator culling
Fixed player culling via lodgroup
Fixed culling toggle makevisible
Automated Linux DS Build #9
Switch CGet's dedicated server methods to use Steam3Server()'s GameServerAPIContext
Automated Linux DS Build #676
optimised cosmetic truck items and re-exported
removed 3 wheels so each truck set including default just has 1 wheel
Automated Linux Build #676
Switch CGet's dedicated server methods to use Steam3Server()'s GameServerAPIContext
shitty basket you cant put food into
Weather system refactored to use event queue, seasonal weather weights etc
Fixed Wet effect not measuring normalized Wetness stat
UnitAttachments.Tick editor attachment crap adds data if there is none
Load system's PPAPI flash plugin if one is installed
Added 'Chromium' panel to menustate, bunch of shit NYI
reducing polycount on truck_5
Updated part swapper for paintable sections
rubbish grass assets that let you build grass roofs and to be used in future items (baskets)
abiltity to hand animate mouths sometimes
improve some social anims
Cave in testbox
Misc navigation fuckeries
Reworked command queue slightly and it now keeps a history of all commands in a match
Test for swapping front parts
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Disabled eye adaptation to see if it fixes these build errors
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null