198,618 Commits over 4,140 Days - 2.00cph!
DHTML inherits from Awesomium again
Added -chromium statup parameter, replaces Awesomium panels with Chromium
Recalculate bounds after resetting lodgroup local ref point; just in case
Fixed missing Container item type icon
Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite)
Finished the game
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
mining quarry has AI obstacle
fixed missing AI sounds
AI flees when it cant reach its target
wood armor helmet balance
Disabled npc apply vis for now
Fixed DoFlybySound NRE
Save++
Network++
Fixed JS functions being created too late
Added chromium to client
backup/progress on rocket crane detail greybox
Item pick up and dispenser actions refactored to support held containers
Fixed NRE in Combat when Unit is unarmed
Added auto NavMeshObstacle generation to Resource view importer
Indicators back to Update cause it fucked em
Rocket factory / office building textures / warehouse textures
fixed grass breaking game start
fixed disappearing viewmodels
Server now tells you some stats.
Lua->JS returned strings can contains null bytes
DHTML inherits Chromium
JS callback can recieve null/bool/double/string
renamed mud to clay and added to the game
Last parameter in JS->Lua calls can be a callback that is passed whatever Lua returns (only a string atm)
Main menu passes callback to language.Update
Added mirrors but offsets are currently wrong
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally
WeaponParamaters hold base DurabilityCost as per Tool
CombatEventData holds reference to the Weapon being used
Added Weapon usage in Combat.OnAttackHit
InteractableIndicator uses late update
moved the camera target back down to a sensible height
Fixed the follow camera a bit
Wearable weather decay check optimsation (check wearer's active interior first)
Fixed UnitEffectIcon.CompareTo NRE
Fixed bad return in FollowCamera.HandleInput
Wearables only decay from the effects of weather when they're outside
Wearables take half of all raw combat damage
EffectList sorts by severity
FollowCamera null checking
Fixed npc culling NRE caused by server reconnect
Sending parameters from JS -> Lua
Re-register JS bindings on page load
JS -> Lua bindings (no parameters yet)
Facepunch.Api manifest, banned servers
(We can ban servers from showing up in the server browser now)
Added console command for time
Replaced Physics.Linecast(Vector3 start, Vector3 end) with Physics.Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo) because Unity
Switched to generic parts list
Call ConsoleMessage, OnFinishLoadingDocument, OnDocumentReady, OnChangeTitle, OnChangeAddressBar, OnChangeTargetURL methods