200,680 Commits over 4,171 Days - 2.00cph!
Don't show "opening this will" stuff at the end of bags descriptions.
Don't show NPCs in the cheat report shit
Nuked base pyramid compression
Fixed inaccurate gather amount displayed when splitting
Navigation.IsValidDestination sample radius clamps, uses sensible min value (either 1f or agent radius * 2, whichever is bigger)
Added DesiredTarget property to Agent.
Stockpiling AI now gathers all items for stockpile before depositing.
Hide voting counts in workshop view (Valve don't expose them anymore)
Fixed nav sample not being called
Team career stat histories are now serializaed/deserialzed, rebuilt with reflection so only the values need to get written to disk, not info.
Set opportunity chance back to 0% for now.
Deposit All to stockpile on radial instead of individual items
merged stat tracking/graphing to main
Target Filtering should add the desired target to the list of candidates first
Print full exception when "error loading save" happens
wip modslot rework (support for type-specific slots and mods)
Added server timestamp correction to network interpolation
Network++
added a new career map
fixed missing default squad for car2 map
Stripped server schema refresh (fixes server stall every 30 minutes)
Fixed issues with crime stuff
Fixed server save timings ignoring the majority of the stall time
Nuked block texture compression test
Nuked native gpu device request api
Send network update when healing entities using upkeep
Fixed pickup HUD ( ammo, weapons, etc ) not working properly for some time after changelevels
Restored functinality of monster_mortar to fix a crash issue on c1a3b
Server player loot distance and client interaction distance are closer together
CreatePhysCollidesFromModel
Fixed animals turning like Slowpoke (lerp regression)
Fixed lerp timestamp sometimes being incorrect when enabling lerp
Fixed lerp server timestamp correction sometimes getting corrupt
Added lerp.debug convar
Animation logs now use Debug bool instead of IsSelected
Changed lerp.debug to false by default
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update)
Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use
FuelToEffect defines a min fuel required to start
actually fixed animation logging
changed global UI message sorting