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Documentation updated during deployment build efca2e0d-6d6b-498a-bf99-3a2aa576507a.
Documentation updated during deployment build efca2e0d-6d6b-498a-bf99-3a2aa576507a.
Added `ResourceLibrary` project to doc generation.
Documentation updated during deployment build 282725b1-2d3b-4eb9-b7b0-e0c498378e98.
Documentation updated during deployment build 282725b1-2d3b-4eb9-b7b0-e0c498378e98.
Added `GameAPI.ResourceManager` class to wrap `ResourceLibrary.ArchiveLibrary`.
Added `GameAPI.Resources` class to hide `ResourceLibrary.ResourceVolume`.
Fixed cave exploit that would allow to get inside a mountain
Finished hiding `ResourceLibrary` from games.
Removed `ResourceLibrary` from documentation generation.
Merge branch 'master' into deploy
Documentation updated during deployment build f623b479-99b8-4c79-a271-642f10deddb9.
Documentation updated during deployment build f623b479-99b8-4c79-a271-642f10deddb9.
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes
Merge from bushes-everywhere
Protocol++ (network + save)
Started documenting the `ResourceLibrary` wrappers, resources now unambiguously are located with single strings rather than an array of path segments.
Documentation updated during deployment build a9171e3a-681b-4646-a4a4-a014cab16313.
Documentation updated during deployment build a9171e3a-681b-4646-a4a4-a014cab16313.
char03TENN15 wip mesh textures and sculpt.
OnEnteredVisibility bug (bill)
Network CreateEntity bug
Made terrain map bakes store PNGs instead of Unity assets
Replaced SceneAsset with AssetStorage (Rust backport)
Rebuilt maps in island-0001
Added `Graphics.Translation` and `Graphics.Offset`.
Fixed `TransformElementHeader.Scale` not being set.
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
adjusted drop rates of barrels/crates to be less generous
radtowns will no longer be chock full of stuff upon server load
Fixed a few bugs with the new global transformation system.
[racer] Now using the new global transformation system to implement a moving camera.
Fixed NWVars and GlobalVars default value not working
finished floating_city court textures, combined all meshes
Prefixed native calls to prevent accidental usage in the future
Sprites now use `Vector2f` for positions rather than `Vector2i`.
AISense debug gizmos now show overlapshere casts.
Stripping out coui
Added VariableRefrence
Started working on implementing a transformation stack.