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Weapon slot occupation rules
Weapon slot occupation rules
More large industrial props
Batched colliders refresh when the meshes of their children change
Batched colliders refresh when the physic materials of their children change
Batched colliders use the layer of their children
Set of large industrial props greybox'd
animation clip effect paths
More batched collider reverse lookup stuff
Standalone concrete barricade prefab.
Tree mat improvements. Island wip.
Exposed more weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Weapon mods can change some weapon stats
Powerplant scene update
Metal ladders greybox set
Some missing files
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
Powerplant scene update, collision updates, more stairs barriers
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted