241,427 Commits over 3,867 Days - 2.60cph!
Just moving vehicle files
Hide out of date servers for real
Merging for restructuring experiment.
finally got this merge working, new bushes and a human controller bug fix, and something with the yams and garlic IDK what
greatly increased wake up noise threshold in an attempt to stop fuckers from waking up all the time
Minor Senses.SimTick TimeManager.DateTime usage optimisation
Cleaned up some un-used members in FixedArray
UnitView backing field cache of Unit ref
EntityManager ticks EntityComponentSystems via a coroutine
updated the spawn amount of caves
adding cave_medium_easy layout and files
fruit bush update (not using biome mats atm)
Load / Save for truck def
Inventory WIP
Hiding some options from Menu UI because they're buggy because Unity reasons?
Grid now dynamically recalculates the needed number of cells of specified size to fit the world size
Beep - Small collision fix
Reworked entity setup and collision. Basic spawning Added terrain layer.
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
Added spawn transform to WorldSetup
Fixed world gen spawning everything at 11y
More cleanup + can fly helicopters
World setup changes, editor script
Island prefab setup and changes
PlayerModel cleanup, optimizations and fixes
Character structural redesign
Can't pick up decayed corpses.
Automated Linux DS Build #439
WorldGen now instantiates with PrefabUtility when in editor, to keep prefab links.
Automated Windows Build #439