255,946 Commits over 3,990 Days - 2.67cph!
Added BaseEntity.IsChildOf and BaseEntity.GetOwnerOfType, useful for finding the first owner in the hierarchy of a specific type (trace hitting the mesh of the player)
Latest data
Name doesn't have to contain a space
Use name from game if it's set
Beta signup name doesn't need a space
If coming from game, set time as MoreThanAnHour
Feedback form
Disabled replay UI in the scene
Added time tooltip when hovering over the timeline
Trees no longer fall over on init
Detailed stair colliders, tiers variations
Added replay events, which add markers to playback timeline
reworking some combat code stuff
Bind collision channels
Fixed null pointer exceptions when killing a deathmatch controllable without a player
Fix annoying no joint created warning when ragdolling
Despawn uncontrolled corpses after delay
Wobble wobble wobble, said Mr Tree
Detailed stair collider preparations
I totally made people not block pathfinding when sleeping and forgot to commit it
More navmesh work. Agents now spawn correctly on the navmesh again.
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Switched notifications from phone to standalone
Fix large map icon rotation
Compiling is fun, let's do that
https://www.youtube.com/watch?v=IfeyUGZt8nk
Wobbleslerping timber feller
Navmesh generation is now async.
use unique users for unique player counts
Lets not cache DataAsset name properties in OnEnable
Fixed bad activity calls in Effects
Gang members emblem should appear next to their name now.
"NEXT-GEN EMERGENT PROCEDURAL TREE WOBBLES" 5/7 - IGN
Merge duplicated code in Array and TArray into a common class
Fixed ground holes in the rocket factory
Deleted TransferData.cs
Swapping out GameSessionCount
Disabled the 2 east lifts in launch_site
More robust agent removal with respect to navmesh management.
added default animation to tree so shaking blends out to
set wind on tree materials to 1
Added TreeModel helper monobehaviour for asset setup
Update manifest every hour
trying to make trees do something nice when they hit the ground and also stop the trunk from animating when cut down
Fixed getting server list from the wrong place
Nicer initialization
Server address + Server name for integration
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Switched to new reporter / performance
fixed NRE on startup for 32Bit
Merged Facepunch.Unity changes