127,190 Commits over 4,109 Days - 1.29cph!
vending machine admin panel tweaks
Fixed prevent building volumes
Rocket factory walkway textures
Binary skin cache implementation (improved skin loading time with less stutter)
Skins are now compressed in memory (reduced runtime memory usage)
Skin cache optimizations and profiling
Fixed Profiler sample mismatch when creating entity on the client
tweaked crouchwalk animations, jumping animations
added climb left / right animations
Updated to use new BuildInfo.json system
Added buildinfo server command
Updated GoogleAnalytics
Run skin manifest JSON deserialization in a thread
Some skin cache tweaks (uses .cache file extension, supports loading from cache even if no source image exists)
Removed unused prefab instantiate from Skin.ReadDefaults
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Added find_self console command
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
rocket wagon model, LODs, COL,Prefabs
launch_site prepping/scene management
Fixed culled ragdolls remaining invisible after culling is disabled
Fixed entity network group sometimes not updating (invisible animals)
BaseNpc kill optimization
Removed bullshit ref keywords from NetworkVisibilityGrid
Added FindInvokes method to InvokeHandler
Include list of active invoke method names in entity info (find_entity etc)
Merged factory level with launch_site level, organization
Monument & Building splats