19,240 Commits over 3,898 Days - 0.21cph!
Stag ragdoll isn't spazzy
Fixed NRE
Stag doesn't eat meat
Deleted 56 alternate stag foostep sounds
removed main/secret branch, changes are puished to live public branch
Bear footstep effects drop decals again
Fixed quit command not found in server console
Nicer RPC calling
Fixed corpses not being eaten
Fixed skins not working on chair, fridge, bear rug, rug, hide shirt
Added generate manifest warnings when item not found on skinnable
Animal eats in chunks, logics inbetween bites, will leave uneaten food if full, will follow food trails
added entity.spawnitem (spawns item in world, where looking at)
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback
Fixed MapEntities spawning after loading a save
Disable movement voilations until we figure out what's happening
Zombies don't like water as much
Ai doesn't walk through bases (NEXTGEN AI ITT)
Fixed Nre
Fixed profiler leak in GetWaterDepth
Optimized OnInventoryChanged path, profiling
ResourceRef object cache
Create new scenes for Client Entities, Server Entities, Effects
Unload scenes that are loaded and then have their contents stolen
Name the localplayer "LocalPlayer" in editor
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor
Fixed NRE in NeedsCrosshair (@helk)
Restored entity.spawn command
bind prints current bind if no arguments
Ai can hear gunshots - which wake them up, and they avoid moving towards them
Added Spatial.Grid for use in Entity.Query
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired