198,638 Commits over 4,140 Days - 2.00cph!
...and ParticleSystemRenderer as well
Skip particle renderers when finding missing materials (they're weird)
Added Tools/Find/Missing Materials
Don't attempt to batch stuff when their material is null
Facepunch base project stuff
remove debris when clearing boardview
BiomeMaterialObject updates material params in editor
explosion debug test now limited to editor
Large mode for new map
Remove markers on object destroy
Moved ripple/scorch stuff to BoardView
Unit death now triggers it
Cleanup, tile position fix for multiple ripples
Arrows don't play dumb wood breaking sound
Player voice channel isn't nested under world sounds
Light compression on player voice channel
decals move with tiles, rigidbody tiles, more ripple tests
Can only place tool cupboard on constructions
Dangerous NPC footsteps audible from a bit farther away
Quick placeholder waterjug sounds
Added random name generator. Not actually used yet.
food crates spawn 3x as much food
can no longer put codelock on mailbox (not required)
added waterjug - like bucket but has lid to be carried in inventory
waterjug spawns in food boxes and crates
Cleaned up and prepared for both paths side by side
cave placements
optimized cliffs & rocks
autoturrets randomly stagger their target time (l ess server lag )
ceiling lights can be deployed on angled surfaces (so they hang down)
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)
mailbox implementation
rifle body takes 250 scrap to craft
map crafts in 5 sec
note crafts in 5 sec
drinking from the world is slightly less glitchy (maybe)
manifest
phrases
protocol++
Nav obstacles for all props except beds.
Reverted graphics setting hw tier to default, back to FP16; need target alpha for post-based SSS
Renamed specular map post processor; added manual trigger for batch processing to tools/textures menu
Fixed NRE when subsurface profile is not assigned
Did I turn NPCs off? Turning them back on.
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??
NetworkPlayer -> NetworkUser rename fixes
Rebuilt protobuf with merged magic.
Merging in character active/inactive branch
Make sure we send character data when subscribers and groups change
Remove eye network stuff, it can all be sent in character state