256,608 Commits over 4,018 Days - 2.66cph!
Tool viewmodel position/scale fuckery
Boilerplate bot command system
Bot commands + actions progress
Misc
Merge branch 'master' into Ian
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Can now log profile samples to the console for things that load on Awake
Scene stuff
Softer, more natural lighting test
more laser stuff
form 2 lasers
tweaked how bullets get removed
laser skull circle attack
laser inactive when their pixelgroup anchor is destroyed
Added camera lag to spring arm camera
Cache Entity.CalcAbsolutePosition in __newindex
set unit health color stuff, shatter effect, particle,animation etc...
CCollisionProperty no longer uses AllocTempVector
toggle button for playing replay or not
Updated native plugin (Linux)
Fixed multi-material editing for packed materials
Replace DistanceToRay with DistanceToRaySqr
Call RecalculateTags at the same time as other master-server stuff rather than every frame
laser part anchor
merge
hooked up hijack button in inspector
Skin texture load memory management fix
More memory management fixes
Updated native plugins (Linux)
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Added spring arm camera with collision
Hooking more stuff up to crime manager.
Updated native plugins (Win + OSX)
Launch site / warehouse grounds dressing progress
Basic hijacking proof of concept
more. Note: Need to fix client side GameInstance::ModifyHealth using the already changed tag value
better transition from map to game
Fixed comment input resizing
Fixed disabling of movement modes
CmdSetTag now has a 4th value, for the id of the entity that changed the tag
Attempting to fix comment input resizing
removed AttackData and hit stuff