224,683 Commits over 3,714 Days - 2.52cph!
Fixed mdl submodel loading. Add func_door_rotating and prop_door_rotating.
Fixed util.GetModelInfo crashing with empty string.
Tried to remove the Character ref from Criminal but it's just not going to work easily. Here's some more minor stuff instead.
Reopened ME tunnels (Hapis)
AI test (Hapis)
pixelgroup overlay color fix
remember last input type when starting stage
fuse transform bullet moves to enemy pos
fuse enemy base class
transformed unit moves toward player
fixed unit facing issues
fuse unit lerps color when enraged
wip opportunity definition stuff
cleaned up flare folders.
materials reflectivity adjustments
Stripped some Add to Heightmap scripts left on rock formations
Various
Caves exits ambient volumes changes
a few material reflectivity adjustments
fixes for floating grass at sat dish
Increased Junkpile spawns along roads (Hapis)
Fixed building panel category toggles being invisible
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Analytics now tracks total memory usage rather than only managed memory
Added memory getter override hooks to Facepunch.Performance
Allow passing in section to feedback open
Feedback updates
Merge branch 'master' of Facepunch.Unity
Add static mesh socket bindings. Import model sockets from mdl
Fire welder on server instead of client
Fix pivot transform replication
Add entity interpolation toggle command
Remove pivot component bullshit and instead give entities 2 transforms that are multiplied and set internally. Change Transform from class to struct.
Latest Data
Latest Api DAta
fixing what's new panel
adding navbar script for editors
replacing exit button
No need for that WORKSPACE