201,739 Commits over 4,171 Days - 2.02cph!
DataAssetEditorUtility menu item validation + rename
Ported validator from other proj
Fixed some weapons culling too early when thrown
Harbor_1 overgrowth dressing end
Added editor save file converter to make save files human readable (only contains very basic info for now)
NPCs no longer respawn via FSM, NPCSpawner handles everything
added optimised hex pieces with hex collision to all prefabs in scene 2
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed errors on maps without terrain when placing beartrap
Added sky to TestPlane
When using GameSetup player spawns without having to wake
Harbor_2 overgrowth dressing backup
Fixed dynamic shadow distance not updating
Hooked up most of the in game UI.
Water shaders fixes, global clamp value set in world manager config
More shader tweaks, global color. TOD sky color from global variable (pending ASE update)
Updated ASE to 0.3.2 dev001; fixed underscore added on global props
Updated water_body_ASE
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Valve fixed skin issue, this is a proper fix
Optimised breakble stuff
Optimised mini map
RigidbodyLOD sets detectCollisions and isKinematic
Removing some #SERVER flags since they broke the Apex AI interface in #CLIENT only mode.
Better firing rate control for AI, an reloading support
Enforced a reloading wait for the AI
Fixed pooling errors, but added a warning when stuff isn't pooled correctly
Fixed pulley constraints in maps being completely broken
Automated Linux Build #533