202,362 Commits over 4,171 Days - 2.02cph!
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Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
Formatting fix, commented out auth stuff
Removed manual query response method
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Added server side reload cooldown verification
Network++
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
Removed callback we dont need
* Fixed game.CleanUpMap() crashing when called too early on a map with AI nodes
Automated Linux Build #515
Automated Windows Build #515
road_cones Models/LODs/COLs/Textures/Prefabs
Automated Linux DS Build #515
lots of cleain in items, keywords, tooltips
Left over colliders and misc changes
Entity class defines default attack skills, items can provide skills
EntityClass defaultLayer
Effects cleanup, stacking support, refresh oldest
headless server fix (doesn't actually make it work though)
Fixed flickering via temporal visibility filter; controlled by minTimeVisible
Fixed support for static occludees
some powerplant ground floor painting / dressing around central building
loot/npc layers should now be set worrectly
Added buffer resize + tests (needs removal fix)
* Entity.GetKeyValues will convert boolean values to integers instead, for compatibility with SetKeyValue
Automated Linux Build #516
Automated Windows Build #516
Integrated the custom Facepunch utility ai solution Garry and I worked on for a couple days, compared to Apex the Senses/Visibility calculations kills its performance and scalability.
Automated Linux DS Build #516
Made getting in/out of cars work with the new network system
projectile fix
removed unused stats from BaseNPCClass
Extra closing brace got in and ruined everything