198,851 Commits over 4,140 Days - 2.00cph!
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
vending machines can enable broadcasting and show up on maps
protocol++
Effect statManipulators clear in reset
Batching optimizations and fixes
Effect.Assign shouldn't clear ActionChain event listeners
rocks in stack are limited to 100
Zone spawn flags allow for toggle of biome populations as well as pre-placed static spawners
AI : DecisionMaker decisions array is static, added logging for decision & entity counts, renamed some members in UDM
Added new gunpowder worldmodel
added low poly rocks to scene
rock and stick store models
More detailed Decision array logging
Fixed NRE in BlackboardDesireItem keyword
Table models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
Item screenshot scene update
Refactored requests. Made them more generic, uncoupled from UI and put them all in their own namespace.
FOR FUCK SAKE removing the default arrow display on the tile hilight shader
FOR FUCK SAKE fix random shader error message not related with anything
FOR FUCK SAKE tile shader, adding arrow system, texture
created individual stones in max and textures
remove incorrect event from anim
Updated scene
Updated car handling
Optimized OnInventoryChanged path, profiling
increased size of sewing kit
Automated Linux DS Build #578
ResourceRef object cache
Create new scenes for Client Entities, Server Entities, Effects
Unload scenes that are loaded and then have their contents stolen
Name the localplayer "LocalPlayer" in editor
Automated Linux Build #577
Fixed shadow related shader compile errors
Cherry picked foliage wind
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor