201,896 Commits over 4,171 Days - 2.02cph!
Probable poolable deletion bug fix
Moved reverse depth code to a separate component
Fixed revz not working on player preview
Added basic temp frontend
additive (getting)hit anims and first attempt at adding blood to the (getting)hit animation added back trigger hit in combat.cs with help from seb added onhitevent to unitview to play blood effect
Updated "Find Materials Using Shader" tool
Switched all materials using "Legacy Shaders/Diffuse" to barebones rust/std (mostly third party, fixes revz for all)
changed to
OnAnimationEvent
CombatHit
Ignore projectiles from stalled players without handing out violations
Include entity name when logging "entity too far away"
This meta file can be removed
Tweaked animal entity bounds
Use 2D distance in projectile entity movement test
Tweaked cloud brightness, especially at night
Fixed blurry FP logo on low quality settings
FX stuff, some minor combat tweaks
Why not move ALL the things!?
Apparently more prefab saves who knew
VisualFX particle systems play children on fire
Whoops I had skydome disabled in main
Combat weapon equip NRE fix
Visual FX optionally follow entity transform position
Entity.GibBreakClient can no longer be called on non BaseAnimating entities ( Fixes crash when using on brush entities )
lodded exterior and undercarriage of beep truck, front, engine, most of interior
Further work on the test map / truck setup
whitebox building 1 updated
Items and Attachments component cleanup
Rename BeforeInspector > BeforeEditor
Removing old node GUI crap from BeforeEditor
Automated Linux Build #337
Attachments/Items, Item cleanup
Automated Windows Build #337