249,459 Commits over 3,959 Days - 2.63cph!
Meta file upper / lower case fix (part 2)
Meta file upper / lower case fix (part 1)
Fix 'IsLowVoilence' Typo
Merge pull request #502 from benbristow/fix-violence-typo
Fix 'IsLowVoilence' Typo
laser pattern difficulty scaling
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Add dirt layer options to the workshop editor
Fix terrain not getting initialized properly in the workshop editor
Refactor of the spline system
Fix spline curve calculate bug
server.censorplayerlist will randomly assign player names now
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Made ocotillo and creosote bush billboards darker
Turned Interpolate off for workcart rigidbody visuals. Instead of smoothing movement it seemed to actually add jitter in our case, maybe because of the manual MovePosition use?
Added spherical overlays to bush billboard normal maps
Move workcart in tunnels for easier quick testing
Comment clarification only
Billboards for arid bushes / added missing leaf sound triggers to prefabs
Added mat_dumpmaterials for debugging purposes
Reduced wait time in the confirmation dialogs from 2s to 1s
Connect confirmation dialog now pings the server and displays info about it
Added serverlist.PingServer
Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
19/11/2020
40300 skin Icons
Small amount of boats and rideable horses now spawn procedurally again
Undo unintended changes to the example nextbot npc
Mostly fix getting stuck on its side
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
HumanNPC cleanup before starting to move stuff out
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted
Do not force precache HL2:Lost Coast harpoon either
Fixed HL1 scientists screaming non-stop after getting damaged
Skip trying to download files if we're a listen server host
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.
Added "Assets/Prefabs/Reserialize Selected Prefabs"
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
more conversion, sense fixes
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Fixed workshop validation progress text
Use workshop-resources.txt when making asset bundles
Updated workshop-resources.txt
StageID inspector is better organised
GenerateWorkshopResourceList now works for subscribed plugins
Updated workshop-resources.txt !redux
Fixing some movement issues
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Simple event system to allow PlayerController to store messages for PlayerAnimator (and Player if it wants them)
Rotation.Clamp optional overload returns the amount clamped by
Shuffle feet when rotating (disabled because no aniamtion for it)
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
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Committing GameManifest LootSpawn generated files (build time debugging)
Committing some more prefab auto-updates