248,548 Commits over 3,928 Days - 2.64cph!
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
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Add an indicator that there are pending orders
Remaining stuff for mergability
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Tidy up from motion vector fixes
Organizing remaining statics WIP
LODs/COL/Prefab setup for train_tunnel_double_str_b_36m
Pitch/Volume random in sound.fgd
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Added AssetTypes to inspectorapp
File save wildcard uses type
Refactored move point list lookup
Roaming point calculation can now use the AI grid. Fixed some range parameters.
Compile asset on save
Inspector: file name in titlebar
Save this shit as json
Update baseaccess.txt
When compiling data object, only compile the data section
Fixed sound event volume constructor
Sounds open in inspector
Load sounds
Can put sounds anywhere, not just in sounds/
rust_pistol cleanup
AIInformationGrid.GetMovePointsInRange implementation.
AIInformationZone can now use the ai grid for optimizations.
AI can now use the grid if available for a monument.
Added ai.usegrid convar to toggle use of the new grid system at runtime.
fixed broken LS vertiigo decal
Fixed instant death spot in cave_entrance_a
S2P Cave
Finished ruining my wrist by splatting around all the new roads.
Fixed Trainyard green card puzzle bypass
S2P Trainyard
Lowered high end weapons drop rate from APC crate
stricter shotgun trap placement
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procmap roads van wreck prefabs
Van vehicle prefab variants
Take a fee per machine ordered from
Add UI indicators for the fee status (unpaid, paid, can't afford)
Update the UI if sell orders change
Move server side flame turret update to a budgeted update
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