127,390 Commits over 4,109 Days - 1.29cph!
Redid AI to use AIAgent instead of BaseNPC
NPCPlayer apex implementation
launch_site dressing backup from the previous couple of days
Added skinwarmup convar (waits for skin downloads to finish before joining a server)
Code formatting on some random files
Added workshop.print_skins console command
Some code cleanup in preparation of more custom instancing
barricades gibs fixes, uv weld optimizations
Keep connection alive when waiting for skins
Network++
Print counter in loading screen when downloading / processing skins
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More metal impact polish
Barefoot footstep polish
New dropbox submit sound
Unfuck airdrop flight sound import settings
Mix tweaks
Added instancing support to foliage displacement pass
Adjusted maxrpcspersecond default value (now 200)
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Reverting accidentally commited ProjectSettings
Scene2Prefab for loading screen
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Native call return type tweak (int to void)
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
Merged for less messy branching
Launchsite warehouse / scene progress / vertex paint /dressing