224,247 Commits over 3,684 Days - 2.54cph!
Trying DestroyPlayerObjects
Master take ownership of everything it can on level change
Zone.OnValidate sets gameplayBounds center
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
Added FChunkMap::SaveCallback
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Disable debug output
PhotonNetwork.DestroyAll before loadlevel
Added support to filter out raycasts results from the wrong domain.
ChunkWriter can now write to disk or memory
Added ChunkMap::AttemptLoadCallback
Added native interface for AttemptChunkLoad callback
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
don't do physics enabling or disabling if there isn't a Rigidbody
Fixed swing seat parenting
Debug overlay
Updated steamworks/facepunch.unity
Fixed TargetSettingsName NRE
Added ShouldReportException to integration - Allows the application to filter which kinds of exceptions should be reported
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Adjusted reflection quality 1
World reflection quality defaults to 2
change to AI advancement ordering
streamlined core glow a bit
separate core shoot color, fixed bullet size bug
core shoot flash, fixed core shoot percent
core shoot flash applied to correct layers
fixed rapid core shoot color
can have more than one pixelgroup flash at a time
fixed fuse wall lasers flashing
fixed default pixelgroup colors
couple other pixelgroup tint tweaks
Misc convar description spelling
Misc options menu spelling
Campfire FX tweaks, fixed duplicate FX being spawned
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Cleaned up BaseEntity enable/visual state persistence
Buildings can be deconstructed, no longer destroy deposited items
biter dmg increased 3->4
career gen tweaks
Latest Data
Project emails
Bed can be repaired
Bed can be picked up with hammer + building priv
Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message
Team page, user card fix
Allow Emails
Latest Data
Latest Data
No need to generate sass anymore
No obj folder, wtf
Allow team to expose their email on website if they want
Homepage tweaks
Emails section
Fixed feedback not parsing quill
Refactored stockpile restriction stuff to support all entity types
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
career unit health bars now show equipped mods (placeholder)
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks
Potential fix for another "_MainTex" UI error
Updated to latest Facepunch.Steamworks
Updated natives, avatar tests
Fixed client entity building ID not resetting when pooled
Cherry picking
25518 for bawng