202,111 Commits over 4,171 Days - 2.02cph!
Added chest Unit attachment slot, updated importer
Added big rocks to spawn tables
Remade all human view prefabs
Fixed bad rock pile materials
Fixed entity view prefab import resetting source object scale to 1
Fixed Item.BigRock having a bad view prefab, set default interaction and carry params (using new chest slot)
Renamed huts to be consistent
Some misc cleanup
stabilisetorso srcipt to carry both hands anim to stop it from rotating like a crazy
changed default formation
Cleaning console command running paths
Attachments cleanup, various editor fixes
Item view attachment offsets can be adjusted at runtime by selecting the view in the scene view
Fixed some nulled unlocks in Building skill def
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
cooldown is now hidden when attack-hovering a unit
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
Added more occlusion meshes
Pause ServerMgr.Update until the connection is open
Fixed names not showing correctly in the data browser when the game is playing
Deleted unused building stat definitions
Moved beartrap displacement go to invisible layer
Saving default time scale of 1.0 (rather than 1.0028036)
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Salvaged cleaver optimisation
Fixed shaders after merge + parity with main
Shader parity with prerelease + deferred mesh decal instancing
apparently I didn't commit the mixer.
Fixed potential NRE in playerModel applyVisibility + compilation warning
Nomenclature changes to grass shader
Added foliage shader
Added server convar to pause time while loading (defaults to false)
Junkpiles overgrowth details
Beancan grenade optimisation