221,906 Commits over 3,653 Days - 2.53cph!
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor
Harvesting rocks from stone piles take less time
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor
AI : Fixed Desire momentum simulators not working (reflecting on incorrect type)
AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low.
AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc)
AI : Actions.DropItem now has two modes; Target and BlackboardItem
Automated Windows Build #574
fix for ak world model offset
Fixed NRE in NeedsCrosshair (@helk)
Automated Windows Build #573
Automated Windows Build #572
Restored entity.spawn command
bind prints current bind if no arguments
Automated Windows Build #571
checked in the correct version of the happy walk
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
MeshData utilizes memory pool
Automated Windows Build #568
FOR FUCK SAKE wip tile texture/shader
FOR FUCK SAKE tweak background
Hitting someone with a vehicle now marks the driver as a criminal
Don't bother compiling shaderapidx10 module (it isn't even shipped!)
Removed every automatically built binary/vpk
Players can now take damage from NPC shots when in a vehicle
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Fixed some doors being invisible when moving for the first time after joining a server
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Mood overlay not always enabled in code
Fixed NRE in Dispenser.HasDispensable
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire
Small hut uses 1:1 mapping for rock requirement
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Fixed bad filter check in Dispenser+Items
Fixed occluder meshes import settings to skip normals/tangents
Item carried effects actually hooked up :o
Desire params reset
Log warning when normals / tangents of mesh are not matching
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data