248,547 Commits over 3,928 Days - 2.64cph!
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
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Add ConnectionManager.Broadcast for sending the same message to
multiple clients
Pass results back, optionally
Make SendMessage call SendMessages instead of SendMessageToConnection
Steamworks SDK 1.51
Rename
Add main entity to spawn different terminals
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Converted jackhammer textures from core/generic workflow to the specular workflow.
Water treatment plant final pass
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jackhammer skinnable test
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Bunker textures/materials tweak -ezmeow
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Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Add JointCount and GetJoint to PhysicsGroup
Add Body1 and Body2 to PhysicsJoint
Network properties needed to render client side balloon constraint
Updated ignore.conf for steam srcds related cache things
cherry pick tp_coastal and sound.playurl/file volume fixes
Move r_flushlod commands to map disconnection (from map loading) to fix l4d map crashes in vphysics
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More general loot stuff WIP.
Better loot quality bias for stuff deep inside radtowns, vs stuff that is simply sitting on their surface.
Worked a few ultra rare elite crate spawns into relevant high risk places.
Probable fix for if BaseFollowPathState starts running before nav data
No Servers Available dialog
! Enable Firebase Analytics for iOS
Fix automatic update checker
Filter out some more transient errors so they don't go to Sentry
Version bump
Update translations
Filter out some more transient errors so they don't go to Sentry
Fix automatic update checker
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