127,966 Commits over 4,109 Days - 1.30cph!
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Reverting accidentally commited ProjectSettings
Scene2Prefab for loading screen
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Native call return type tweak (int to void)
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
Merged for less messy branching
Launchsite warehouse / scene progress / vertex paint /dressing
Merge from async_texture_loading
Updated native plugins (Win + OSX, Linux to follow)
Updated Linux native plugins
More seamless packing shader gui
Nuked source cache folder
Fixed Strips Actions not properly showing debug visualization in Apex editor.
Can now guide which functions of a Strips Action should forward into Apex.
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Launch site / warehouse grounds dressing progress
Updated native plugins (Win + OSX)
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Updated native plugins (Linux)
Skin texture load memory management fix
Fixed multi-material editing for packed materials
Updated native plugin (Linux)
Scene stuff
Softer, more natural lighting test
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity