5,912 Commits over 3,867 Days - 0.06cph!
Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Improved readability of the F2 menu FPS counter and dev toggles
Updated F2 menu dev layer toggles
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Added command history to F1 console (navigate with up and down arrows)
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Removed debug DDraw I forgot (whoops)
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Minor player movement tweaks and fixes
Construction plan uses non-weapon lookat weights
Fixed possible overflows of F1 console text buffer
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Server compile fix (cc Alex)
This folder should not exist (I think)
Fixed materials of the small bridge
RandomStaticObject and RandomStaticPrefab run on the server as well
batching.verbose can be enabled by everyone
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Added a bunch of exploit testing rocks to CraggyIsland
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Added World.Procedural boolean (cc Helk)
Interaction point is always at the center of the screen, even when moving your head
Added leather resource (unused for now)
Fixed material of the torch world model
Fixed a situation that could corrupt the deploy state of held entities on the local player
Log warning if holstered viewmodel is holstered again
Log warning if held entity cannot be found in inventory
Renamed water reflections to water quality in F2 menu
Made clientside HoldType handling less hacky, hopefully more robust
Minor foundation step terrain socket fix
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Removed rigidbodies from socket_handle and construct_vision (test)
TerrainCollisionTrigger ignores other triggers
CraggyIsland layer updates
Don't check for construction in DeployVolume
Added spawn.fill_populations and spawn.fill_groups admin commands
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock