255,058 Commits over 3,990 Days - 2.66cph!
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
more WIP squad editor UI stuff
Update binddinggen, swap defs to demonstrate other error
Sort definitions by dependencies, not just inheritance
Fixed modal window toggle inputs working when the console is open
UnitAttachments refactor (doesn't compile yet)
Some camera cleanup, direct unit movement control disabled in certain modes
Use physics collision handler
Temporary fix survey charge server compile error
Tweaked fake reflection shadowing
More post-dx9 occlusion culling changes and cleanup
Desk, computer cabinet, desk texture tweaks
More POI support (optionally use entity name as label)
Added camp POI
Added support POI icon color from entity/group hostility
Refactored some UI colors stuff
creating railways stairs and building collision
fixing a terrain blend material
Behaviours can optionally define whether or not they trigger an AI cooldown after being used as a player command, applied to a bunch of stuff
Can Hold Item now checks blocked attachment points
Cleaning up output errors
fixing the sewers terrain trigger issue
snow rock materials were missing specmap following changes to terrain splats
More item description fixes and updates
Code generator now produces almost all the output needed.
Player controller command cooldown only on movement commands
Removed IsSelected condition from idle module
Player controller command cooldown ends early if unit gets attack
Refactored some Command shit to be a bit simpler and reduce amount of code in PlayerController
Added UnitIsSelected condition, added to idle module
PlayerController command cooldown system WIP
If holding ctrl down when clicking a timed button, click it immediately
Roadmap editor
Bindings for NetUpdateRate, give BouncyBall higher update rate
Interp uses updaterate set by managed instead of guessing
Merge branch 'master' of github.com:Facepunch/SandboxGame
Added workshop truck prefab
Use GameObjectRef for nested navmesh for monuments.
Started work on cascaded shadow mapping
Adjusted texture resolution curve on the various quality presets, let's see how this looks
fixed problem with bullet rotation speed func
bullet keyframes can spawn bullet patterns
fixed bullet anchored pattern start angle
converted robot orb attack to new bullet-shoot-pattern system
controller doesnt vibrate while game doesnt have focus
player handles its own bounds checking
Code generator finds and resolves a dictionary of supported types
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map