111,708 Commits over 3,928 Days - 1.18cph!
Fixed server errors when cooking wolf meat
Fixed map being all sea for reduced graphics quality
Fixed FileSystem_Editor.LoadAll returning non distinct
Fixed selected menu items not showing properly
Item definition menu options can have conditionals, added actions, added cycles
Fixed player not cycling inventory
Fixed missing pickup icon
Candle Hat item doesn't need a backing entity
Fixed NRE in GetItemOptions
Making a bunch of other fire materials emissive
updated the mecanim to use the new 3rd person SMG animations
tweaked some settings on some of the fire sprites
Hacking CurrentPopulation so it works properly in Asset Bundles
3rd person animations for the SMG
Added Menu.ShowOnItem
Added logic for BoneRetarget ( for clothing items to attach entities to bones )
BaseNetworkable automatically verifies PrefabID
Moved GetItemOptions to BaseEntity
Build bundles as part of the build process
Fixes
Create bundles as part of the build process
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
3rd person animations for the SMG ( idle / jogging )
rpg 4, fbx + prefab + textures + Material + lods
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up