193,473 Commits over 4,079 Days - 1.98cph!
Cave in testbox
Misc navigation fuckeries
Reworked command queue slightly and it now keeps a history of all commands in a match
Test for swapping front parts
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Disabled eye adaptation to see if it fixes these build errors
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null
Merge latest stuff into TOD branch, including headlights on vehicles.
Also listen to removal of parent desires
Post processing from asset store instead of github...
Updated headlights to latest TOD. Bonus bugfix in WorldTimeManager.
Desires can now have a parent Desire
Updated post pro, fucking with player settings
NRE fix in Interrupt Attack.
Combat debug shows current Combat Ability.
Weather FX tweaks
Firewood attachment point fix (hands only)
Added Combat Component Debug
FOR FUCK SAKE tile shader fix
FOR FUCK SAKE tile textures
Time is synced over network. Need to keep an eye on this.
reduced tri count on beep_truck_cosmetic_items_3
Rcon.Web is enabled by default (launch with +rcon.web 0 to disable)
Websocket rcon should bind to single ip properly if supplied by rcon.Ip
reduced polycount on beep_truck_cosmetic_items_2
Ladder movement is verified on the server
vm source update, added file
Disabled navmesh area modifiers on cliff prefab rock objects
added beep cosmetic variants 2-6
overhang bridge piece for jumping puzzle