193,430 Commits over 4,079 Days - 1.98cph!
Changed all non-terrain occluders to use the same material
Fixed culling ignoring terrain occluder holes; e.g. caves, etc..
added entity.spawnitem (spawns item in world, where looking at)
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback
bone fragments - fbx/prefab/materials/textures
Disabled revz in editor (only needed on builds)
small draw distance fix on warehouse
Automated Windows Build #598
Automated Linux DS Build #598
Automated Linux Build #598
* <gamemode>.txt convars now have GAME flag and can be hooked onto with cvars.AddCallback
* "Live" persistence changing, fixes persisntence not loading the correct save when set from server.cfg
Pathfinding debug for highlighted tile
Fixed MapEntities spawning after loading a save
Disable movement voilations until we figure out what's happening
Pathfinder no longer static class, each game instance has one. Purging more PFTile shit
dropbox/mailbox fbx, prefab, textures and materials
Merging latest AI work into trunk
Improved pathing, no more oscillating around target position
Initial implementation of AI unlocks
More delay on city nav gen - it was occasionally still failing
Improved AI pathing system
Phys effect sound ref fix
Trying some stuff for AI pathing. Might revert this
Asset loading is now handled by the Database rather than const fields.
Subtracting
19330 (alexrehberg)
Cherry picked shadow shader fixes from main
fixed autoturret laser spazzing out
autoturret laser brighter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
Debug hurt command takes hit bone as optional parameter
Fixed potentially offcenter entity occludee
set quality settings to fantastic
starting to add new paving to all hexes
moved stores from items to buildigns and renamed and moved building materials