257,698 Commits over 4,049 Days - 2.65cph!
Water treatment plant final pass
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jackhammer skinnable test
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Bunker textures/materials tweak -ezmeow
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Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Add JointCount and GetJoint to PhysicsGroup
Add Body1 and Body2 to PhysicsJoint
Network properties needed to render client side balloon constraint
Updated ignore.conf for steam srcds related cache things
cherry pick tp_coastal and sound.playurl/file volume fixes
Move r_flushlod commands to map disconnection (from map loading) to fix l4d map crashes in vphysics
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More general loot stuff WIP.
Better loot quality bias for stuff deep inside radtowns, vs stuff that is simply sitting on their surface.
Worked a few ultra rare elite crate spawns into relevant high risk places.
Probable fix for if BaseFollowPathState starts running before nav data
No Servers Available dialog
! Enable Firebase Analytics for iOS
Fix automatic update checker
Filter out some more transient errors so they don't go to Sentry
Version bump
Update translations
Filter out some more transient errors so they don't go to Sentry
Fix automatic update checker
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Monument AI conversion tool now replaces old bandit guard prefabs with the new one.
Manifest.
new bandit guard prefab, setup, starting point AI design/config.
No Servers Available dialog
Loot/Trigger/Rad/etc pass backup.
Small terrain fixes.
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camper module - adding gibs/setup, fix collider conditional, setting physic material definition
Don't render motion vectors if they aren't needed.
Add Read/Write to Color and Color32 so they can be networked
Make toolvismode available even if we're not in dev/tool mdoe
Delete codegen files
Fixed CodeGen adding multiple groups of `usings` to one file
merge from loot_container_size
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