252,200 Commits over 3,990 Days - 2.63cph!
Plant server convars actually do what they claim to do
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
wood and mud huts first pass
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Started adding stat comparison consideration (not yet finished or tested)
Automated Linux DS Build #330
Automated Windows Build #330
Automated Linux Build #330
Fixed crouch jumping causing the screen to sometimes flicker
Grass material to new shader
Added rust/std version of grass
Fixed water reflections on revz enabled
Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
loot through walls/flame spawn fix
player preview source updates
Updated mission UI
New race UI
Animator bool hacks on death ew
Don't allow further flag changes after unit is flagged dead
Removed animator actions from Death Effect
Missing gibs for the water well - prefab update
Attachments editor twaeks
Updated basic spear view prefab to use correct asset
AP offsets for some spears, which can now be attached to the back
Water desalinator deployable files (models, LODs, COLs,Gibs)
Updated human view prefabs (fixed bad attachment points)
AttachmentsEditor progress
Fixed being able to repair things with just wood
Added events for damage / kill
Better default attachment offset data
Attachments editor progress
OSX protobuf generate script
Rebaked navmesh data fro smartobject_test and combat_test
very basic hair shadow ambient boost
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Bullets getting refactored.