108,621 Commits over 3,867 Days - 1.17cph!
Fixed ArrayIndexIsEnumDrawer not working with structs/classes
Oops @ left in debug output
Fixed floating building parts
Increased decay
Can place new Constructions in the editor without running manifest generation first
Fixed entity debugging flag not working as designed
Item defs don't have to be in Items/
Changing input to Input.GetAxisRaw - not sure it makes a difference
Entities don't need to be in bundles folder
animations for the semi_pistol viewmodel - deploy / dryfire / fire
Windmill files update - models, collision, LODs, Gibs, animation
Item Definition unit tests
rigged up the semi-auto pistol view model
idle animation done
3rd person animations for player shivering (when he's cold, or he just got dumped by his girlfriend)
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
Moving testtools to the editor folder
SQLite bindings + unit tests
Added sqlite to native libraries
Switch to built in analytics
Terrain parallax in bundled builds
DS Console text is different colour if server is debugmode
DS Console has current map name
Removed grid pattern from snow height map like the artist I am
Reverted world setup change that led to it being called twice when playing inside the editor
Another attempt to fix Unity terrain shader warning on startup
ProceduralObject NRE debugging
Updated community ent
NRE fixes
Updated error urls
Fix standard shader compiling to ps_2_0 instead of ps_3_0 on lowest lod
EAC compile fix (send help)
Cleaned up convar structure
Fixed status console command calling pool.status clientside
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Fixed item contents icons not always updating
Fixed more projectile firing performance problems
Tweaked large water catcher blueprint ingredients
Culling some clientside stuff out of serverside
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
A couple of CLIENT ifdefs
Fixed players not being marked as developers properly
Better developer test for the console dev tools