129,861 Commits over 4,140 Days - 1.31cph!
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
Powerplant scene update, collision updates, more stairs barriers
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
Powerplant scene update
Metal ladders greybox set
Some missing files
Weapon mods can change some weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Exposed more weapon stats
Tree mat improvements. Island wip.
Standalone concrete barricade prefab.
More batched collider reverse lookup stuff
animation clip effect paths
Set of large industrial props greybox'd
Batched colliders use the layer of their children
Batched colliders refresh when the physic materials of their children change
Batched colliders refresh when the meshes of their children change
More large industrial props
Weapon slot occupation rules
Weapon slot occupation rules
Added sun, moon and stars to reflection probe bake
Increased reflection probe resolution to 1024
Adding missing terrain asset, setup for SceneToPrefab to powerplant level