198,677 Commits over 4,140 Days - 2.00cph!
Table models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
Item screenshot scene update
Refactored requests. Made them more generic, uncoupled from UI and put them all in their own namespace.
FOR FUCK SAKE removing the default arrow display on the tile hilight shader
FOR FUCK SAKE fix random shader error message not related with anything
FOR FUCK SAKE tile shader, adding arrow system, texture
created individual stones in max and textures
remove incorrect event from anim
Updated scene
Updated car handling
Optimized OnInventoryChanged path, profiling
increased size of sewing kit
Automated Linux DS Build #578
ResourceRef object cache
Create new scenes for Client Entities, Server Entities, Effects
Unload scenes that are loaded and then have their contents stolen
Name the localplayer "LocalPlayer" in editor
Automated Linux Build #577
Fixed shadow related shader compile errors
Cherry picked foliage wind
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor
Harvesting rocks from stone piles take less time
Editior : GoalPlanSettingsEditor AddElement button allows for creation of new assets via popup editor
AI : Fixed Desire momentum simulators not working (reflecting on incorrect type)
AI : People will now prefer to gather items and only harvest as a fallback when gathering scores too low.
AI : People now bring large items back to the camp before breaking them up (big rocks, logs etc)
AI : Actions.DropItem now has two modes; Target and BlackboardItem
Automated Windows Build #574
fix for ak world model offset
Fixed NRE in NeedsCrosshair (@helk)
Automated Windows Build #573
Automated Windows Build #572
Restored entity.spawn command
bind prints current bind if no arguments
Automated Windows Build #571
checked in the correct version of the happy walk
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
MeshData utilizes memory pool
Automated Windows Build #568