194,186 Commits over 4,079 Days - 1.98cph!
Client ready, prefab fixes
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
Movement and input tweaks
Loggin level back to info
Proj cleanup, assets, scene seperation, level script
don't cancel action continuously while holding right click
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
fixed a missing constructor
Building attachment prototpying
ProtoInclude PersistedSmartObjectData
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
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
static prop version of the players shelf
More rehooking up bullshit.
Harbor_1 misc
Junk piles models/LODs/COLs/Textures and prefabs
Fixed mesh pop in (cave_large_medium + cave_large_hard)
TerrainCheckGeneratorVolumes fix
Smart object partial for persistence
BehaviourPlanData renamed and move to InteractionPlanData, now held by the InteractionPlan
Let's not merge out save and load functions from SmartObject.
Automated Linux DS Build #509
Added heightmap blending test scene and assets
Converted some updated skins to the new download system
Automated Windows Build #509
Automated Linux Build #509
* GMod will no longer try to send errors to errors.garrysmod.com
! GitSync
Hooking up player to networkplayer
A couple of adjustments to vehicle prefabs
RIP cardiffuse_wrecked.psd.private.0