194,557 Commits over 4,079 Days - 1.99cph!
Rebuilt Facepunch.Network
FindInGroup editor safeguards
Fixed some memory pooling related issues
gas station damage pass wip
adding easing to unit move/rotation
renaming 'pitch' parameter to 'move' for clarity
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Merged from ai branch to main
Yet another merge from main
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Fixed a small if server check for client compile.
* Added missing material file for the new Combine Soldier PM skin
* FIxed Entity.StartLoopingSound so that it actually starts playing the sounds it creates
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed shader packed map labels
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed KNFE in ProgressionWindow init
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
updated window shader, re-mapped all windows, created interior textures
Dispose of steam client in GameManager.Quit as well as OnApplicationQuit to be safe
Recessed wall prefab
Replace prefab
Scale to fit wall piece
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
stopped being exhausted breaking both hand carrying abuns
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
A bit of cleanup to make Dynamic Navmesh work properly again.
Packed some larger materials
Fixed specular not driving packed map size
Agent spawn related improvements.
Packed props/large_industrial_props and props/office_furniture materials
big rock requires small rock to smask up
rock is tool hammer
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big rock correct anim bool
goat attack anim (untested)
Fixes for multiple buildings and point snapping
Fixed stray "virtual" in EntityLink
Deleted a bunch of unused Battle states
Fixed duplicate editor entity BuildName from previous merge
Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken