108,035 Commits over 3,867 Days - 1.16cph!
Added NeedsMouseWheel
Added UIEx (extensions for UI)
Misc performance and profiling
Use only map in beltbar
Follow player until click
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Fixed player clothes sometimes rebuilding multiple times after change
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
beancan grenade worldmodel
tweaked position of the f1 grenade world model so it sits better in the hand
del deletes multiple objects
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
rpg 2 + lods + prefab + textures + material
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Code lock fixes
Goosey's animal LODs
optimized all of the animal LODs.
Quick pass at crystal ambience
Crystal tweaks. And added to the map.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal fixes. Ambient tweak.
Increase voice limit for viewmodels a tiny bit
Moved elephant grass to TreesSource
Removed the locks that were part of our door textures
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Allow chatting while spectating
Fog. Forestside spawn table.
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)