256,242 Commits over 4,018 Days - 2.66cph!
TribeStartArea stripped down, now simply defines a radius around itself for spawning
Various scene cleanup, navmesh rebakes
server can now send map to client
Rocket factory LOD/COL/Prefabs
Disable thread-safe static initialization for premake scripts too
Force reports UI canvas to correct settings
Updated Facepunch plugins
use string.IsNullOrEmpty instead of a null check for www.error in DownloadProjectManifestCR
hide report UI after submit
Can send reports without a SteamClient instance
Updated facepunch plugins
Remvoved ShaderForge
Fixed report UI prefab size
Added a simple reports UI prefab bound to F9
First iteration on HTN Planner (agent is not doing much yet).
First iteration of Cover point detection system.
Whoops, re-enable Chromium
Update CryptoPP, built with proper flags for WinXP
Windows XP can't handle thread-safe statics, disabling them for old compiler behaviour
Remove duplicated marshal logic, start on weak refs
Temporary site footer fix
Last bit of spawning routine tweaks
Increased spawner ms budget
Server now sends map data to client (client doesn't yet do anything with it)
island03 start position + splat tweak
Disallow banning or kicking local server host ( singleplayer and listen server )
Hammer: vertices don't need to be in exactly the same location to allow merging
added facepunch base project
Very basic networking system which currently just sends a string every tick
last glass update lods + car
Fixed NRE in Building+Decay
Improved Enemy and Knowledge overlay widget positioning