128,781 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Added reverse lookup for batched mesh colliders
                
                
                
                
             
         
        
        
            
            
            
                
                More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup
                
                
                
                
             
         
        
        
        
            
            
            
                
                Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
                
                
                
                
             
         
        
            
            
            
                
                Powerplant scene update, collision updates, more stairs barriers
                
                
                
                
             
         
        
        
            
            
            
                
                Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
                
                
                
                
             
         
        
        
        
            
            
            
                
                Powerplant scene update
Metal ladders greybox set
Some missing files
                
                
                
                
             
         
        
        
            
            
            
                
                Weapon mods can change some weapon stats
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed realm compile errors
Removed cl_children (they're all just children)
                
                
                
                
             
         
        
            
            
            
                
                Exposed more weapon stats
                
                
                
                
             
         
        
        
            
            
            
                
                Tree mat improvements. Island wip.
                
                
                
                
             
         
        
            
            
            
                
                Standalone concrete barricade prefab.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                More batched collider reverse lookup stuff
                
                
                
                
             
         
        
        
        
        
        
        
        
        
        
        
            
            
            
                
                animation clip effect paths
                
                
                
                
             
         
        
        
        
        
        
        
        
        
        
            
            
            
                
                Set of large industrial props greybox'd
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Batched colliders use the layer of their children
                
                
                
                
             
         
        
            
            
            
                
                Batched colliders refresh when the physic materials of their children change
                
                
                
                
             
         
        
            
            
            
                
                Batched colliders refresh when the meshes of their children change
                
                
                
                
             
         
        
            
            
            
                
                More large industrial props