243,076 Commits over 3,898 Days - 2.60cph!
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
Tweaked Tick to be a bit less terrible
Handle sending to null group gracefully
More profile samples
Fixed performance in SingletonComponent
Turn water reflections on/off
Added culling at 1000 meters to world layer
Created proper bush prefabs
Put rocks and bushes on world layer
Update server title with current player count
Add Tick/Instance diagnostics
Changed console back to non fixed width font
Enabled profiler in Facepunch (this might fuck us in client)
Items are now destroyed properly when removed
World Items now destroy Item when dead
Player inventory properly destroyed when player object destroyed
ItemInformation is now InstanceCounted (there should be only 1 per item)
Fixed jolty network movements in single player
Fixed overlay being too overlayed
Chicken breast models with LODs.
Added Redneck character model and textures
More performance tools
Tweaked water, fog
Pass the seed from server to client
Print the seed on generate (debug)
Fixed F2 graphics menu not working on the first click
Updated protocol
This should fix not being able to reconnect to servers after being disconnected
I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
Added ProtoBuffers project
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
-deleted the .fbx files for player animations; added some new source files for the player animations
Fixed loading screen not showing for terrain generation
Maybe fixed terrain seed being wrong on client
Terrain Gen now updates loading screen
Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap)
Made resource objects networkables (they're not really finished yet but fuck it)
Added Generated map as default
Bone knife checkin with meshes, textures and LODs.
Fixed FindPrefabNames on Windows
Fixed water specular highlight in test scene
Fixed water specular highlight in procedurally generated scene
Added water to the procedurally generated scene
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
Server entities should be destoyed using Kill() (!)
Player dies when outside ValidBounds
Entities get removed when outside ValidBounds
Added server_bounds prefab
Fixed server nullref error when client disconnect
Added component comments component - allows us to leave comments on prefabs
Added launcher info to EAC launcher
Fixed light source culling mask warning
Fixed resource_ore_metal prefab name
Added InstanceCounter utility class
Fixed console stuff not being echo'd
Initial Check in of the art database, moved from SVN
-tweaked some of the player animations