130,408 Commits over 4,140 Days - 1.31cph!
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
Fog. Forestside spawn table.
Allow chatting while spectating
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Removed the locks that were part of our door textures
Moved elephant grass to TreesSource
Increase voice limit for viewmodels a tiny bit
Crystal fixes. Ambient tweak.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal tweaks. And added to the map.
Quick pass at crystal ambience
optimized all of the animal LODs.
Code lock fixes
Goosey's animal LODs
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
rpg 2 + lods + prefab + textures + material
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
del deletes multiple objects
beancan grenade worldmodel
tweaked position of the f1 grenade world model so it sits better in the hand
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Fixed player clothes sometimes rebuilding multiple times after change
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane
Use only map in beltbar
Follow player until click