197,439 Commits over 4,110 Days - 2.00cph!
Moar effects logging and change of execution order so the removal event actually triggers after removal
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Scene stuff
Softer, more natural lighting test
Cache Entity.CalcAbsolutePosition in __newindex
set unit health color stuff, shatter effect, particle,animation etc...
CCollisionProperty no longer uses AllocTempVector
Updated native plugin (Linux)
Fixed multi-material editing for packed materials
Replace DistanceToRay with DistanceToRaySqr
Call RecalculateTags at the same time as other master-server stuff rather than every frame
Skin texture load memory management fix
More memory management fixes
Updated native plugins (Linux)
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Hooking more stuff up to crime manager.
Updated native plugins (Win + OSX)
Launch site / warehouse grounds dressing progress
more. Note: Need to fix client side GameInstance::ModifyHealth using the already changed tag value
better transition from map to game
Fixed disabling of movement modes
CmdSetTag now has a 4th value, for the id of the entity that changed the tag
removed AttackData and hit stuff
Viewmodel source update to latest rig
* Added CLuaParticle.__tostring
* Added CLuaEmitter.__tostring
* Added CLuaEmitter.IsValid
wip converting attacks to entity tag changes
Added Entity.RemoveCallback, Entity.GetCallbacks
moved health property and references to use an entity tag
* Improved no collide vs players of certain tools
ScareNPCs works properly now
Entity views now register to receive tag change events
updated the release test checklist