201,944 Commits over 4,171 Days - 2.02cph!
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Automated Linux Build #509
Automated Windows Build #509
Converted some updated skins to the new download system
Added heightmap blending test scene and assets
Automated Linux DS Build #509
Let's not merge out save and load functions from SmartObject.
BehaviourPlanData renamed and move to InteractionPlanData, now held by the InteractionPlan
Smart object partial for persistence
TerrainCheckGeneratorVolumes fix
Fixed mesh pop in (cave_large_medium + cave_large_hard)
Harbor_1 misc
Junk piles models/LODs/COLs/Textures and prefabs
More rehooking up bullshit.
static prop version of the players shelf
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
Debug hookup fixes
Fixed bad music triggers
Disabled collaboration navmesh update toggling since it seems to break a lot in 5.5, needs further investigation
ProtoInclude PersistedSmartObjectData
Building attachment prototpying
fixed a missing constructor
Avoid creating new SmartSubscriptions in TrySubscribe, use FixedArray GetEnd pattern properly
Behaviour moved to BaseBehaviour, now abstract, inherits from PooledObject for generic pooling support
Lots of profiler hooks, and pooling changes
don't cancel action continuously while holding right click
Proj cleanup, assets, scene seperation, level script
Loggin level back to info
Movement and input tweaks
moba style hotkey bindings
a bunch of backend entity/class stuff
player spawns model from data/prefab, not embedded, now only a single player prefab
Client ready, prefab fixes