255,356 Commits over 3,990 Days - 2.67cph!
Camera height and depth change based on player court position
▄ ▊▅▇▇▇▊▆ ▅▅█▍▄▊ ▄▆▌ ▌█▅█▅█ ▊▉▌▍▌
"save 1" will wait for the save to finish
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
- Added current cash value display to gameplay UI
- Removed old gameplay UI prefab
Building doors animations, models and prefab refactoring
Texture edits to armored door
- Added Cash value to PlayerData
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
- Minimap and map rotation now matches the main camera's current rotation
Fixed LODBatch corruption on pooled objects
Clients don't know if other players are admins/developers
Added google analytics
Applied analytics event to Agent+Behaviour's AddBehaviour.
- Disabled move direction lookahead until it's better
Added some more control to island generation.
- Purged camera and all related
Updated UA string returned by awesomium
- Added Dungen from Asset store. @ezmeow
Highlight exceptions in server console
MetalOre slash impact FX created.
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Updated Hammer and HLFacePoser to latest versions
Debug view tweaks
Fixed Dead flag not being applied by Death effect
EntityViewEditor and derived tweaks, added editors for additional EntityView types
Added Interaction Positions to Berry Bush
Fixed NRE on server start (maybe)