5,292 Commits over 2,345 Days - 0.09cph!
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Added DontBecomeSolidWithPlayerInside
Fixed exception when loading old save
Made tree colliders convex or converted to capsules (perf, memory)
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed network compression size threshold on broadcast
Quick fix for stuff trees etc notspawning on servers
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
Fixed compile error
Throw exception on compile error
Merging tree-sync-experiment to main
No need to build manifest in build process, it's done in a seperate call now to force defines
Updated to coherentui 2.5.0.0
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Only generate manifest if full defines are set
Fixed server compile issue
Merging lock code into the main branch
Disabling water reflections should now give a much higher performance boost
Updated items from admin site
Made editor not try to initialize EAC, some steam stuff
Added TimeWarnings on shutdown/disconnects
Updated BuildingTest scene/components
Removed client.lerptime (exploit)
Changed how position lerping works (to appear less delayed)
Enabled EAC for linux/osx
Updated UnityEngine.dll with plugins
Touching all the audio files
Updated basic building parts fbx
Building components tests
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Add event hash to error report to avoid grouping similar errors
Avoid issues by lowercasing created entity names
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Limited graphics.fov to between 60 and 80
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Swapped out shitty sand footstep sound
added footstep sounds to mixer
Fixed bone knife building/damage/gathering
Fixed reflection toggling not turning off terrain rendering
Added audio convars
Added AdioMixer
Slowed hammer repeat rate
Fixed array bounds error in BuildingBlock
Fixed NRE in gameconfig
If reporting error without a stack trace, try to generate one
Check and throw specific errors when viewmodel animation state missing
Repory architecture with errors