123,519 Commits over 4,171 Days - 1.23cph!
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Fixed queue jumping not jumping the queue
Water sim tweaks + small opt
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Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
Fixed being unable to repair external walls, metal embrasures and window bars
vm wood hammer - Made the deploy anim much longer with loads more spinning
Water2 parity with Before; minor changes
RCon think during loading
Added Rcon.web - setting to true enables websocket rcon
Fixed EnforceLimits deleting entities wrong
Console commands can reply with objects, which get serialized to json
Scene stuff
WIP lighting improvements
Moved blood package to third party folder
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
Compile fix (CLIENT && !SERVER)
Updated spawn masks for new layout.
Added new materials to skin list
merge from hapis (includes some stuff picked up from dungeons earlier)
Undo Sky Dome.prefab change.
Made Hapis run prefab sky dome.
Random mat tweaks.
Slightly increased SSAO radius, so that it doesn't black all over our grass as much.
Made some placeholder crapsset store cars not be all toy-sized.
Actually, let's not cause a premature Hapis wipe.
Old hapis on main again, for now.
Test: Set isDestroyed at the end of the entity deletion
Test: Don't check isSpawned when verifying the entity state while loading a save
Compile fix (CLIENT && !SERVER)
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)