248,566 Commits over 3,928 Days - 2.64cph!
Deathmatch gamemode base
Walk move foundation
Fixed broken cave_large_sewers_hard culling volume section
Fixed ProjectGen not finding dependancy projects if caps different
Fixed ProjectGen not loading .addon config properly
kayak paddle - model & animation update
List gamemodes on menu (temporary development shit)
DoPrepare on CodelockedHackableCrate_Oilrig so the editor stops complaining PrefabID
Fixed top gap when placing vending machine inside a door way
Merge from growable_rain_merge
Cherry picking
56232 with "ignore traceablity" enabled (no idea if this is going to work)
East road & parking for fishing village.
Fixed shore wetness distance inconsistency between terrain and rock/walkway
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Merge MoreVehicleWork -> Main
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Clear looking at data if the trace is rejected on the final menu options test
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Epic file gymnastics to get road splines to ignore certain terrain sections
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Pre road terrain ignore flags
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Dof target mode should now work when playing a pre recorded camera animation
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More coastline & related.
Make the AI controlled drone face the direction its moving
Fixed loading sprites in custom campaigns
Fixed campaign menu error spam for custom campaigns
Fixed legacy player not having any camera targets
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Dependancy resolution can be simpler now
Dropped .code (compiler config)
.addon config contains dependancy info
Initializing addon code doesn't mark for compile
For now, client mounts all addons when joining a server
Addon directly sets compiler dependancies
FileSystem.ReadJson - allow comments, ignore case, allow trailing commas
AddonConfig contains Gamemode definitions
Use Gamemode Name from ConVar
Moved ViewmodelClothing ForceLabel from OnValidate to DoPrepare
Moved Model ForceLabel from OnValidate to DoPrepare
Remaining Site B topside spawns & surrounding terrain
fix hard invasion player sprites !redux !nightmare !easy
increment correct progression, show hard invasion !redux !nightmare !easy
increment leaderboard version !redux !nightmare !easy