5,912 Commits over 3,867 Days - 0.06cph!
Added physics.ragdollmode to set client side ragdoll collision mode
Changed physics.droppedmode to integer, now also support "continuous" (1) and "continuous speculative" (3)
Workaround for muzzle flash position bug
Added engine time to EnvSync for Diogo
Updated Facepunch.Steamworks
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Added editor "relax" console command (sets relax pose on player)
Attempt to fix editor crash from terrain asset corruption when switching around terrain paint modes
EAC SDK update, second attempt
Prefab processing uses instance instead of asset in standalone, similar to editor (~10% faster loading / instantiate on SSD)
Exclude standard assets from FileSystem_Warmup
Added DDraw shader to AlwaysIncludedShaders
Order network group subscription order by distance to player
Fixed various UI panels using GameObject instead of GameObjectRef
CodeLock.keyEnterDialog is GameObjectRef
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required
Moved reflection probe so it's not automatically assigned a bundle (causes some bugs with ReflectionProbeEx for some reason)
Materials and shaders are in content.bundle
Removed bundle / label assignment from DoPrepare, assign bundles in GameManifest.UpdateBundleAssignments instead (much faster)
This should not have gone in yet
Fixed a test terrain asset ending up getting bundled
Fixed SoundDefinition.OnValidate NREs on library rebuild
Moved audio clips to assets.bundle, better check for terrain data
Moving a couple of prefabs for correct bundling
Moving a couple of prefabs for correct bundling
ItemDefinition bundle assignment
Fixed gloves.leather.skinnable and guitar.weapon.skinnable having a null mesh references
Mac uses Metal
Linux uses Vulkan