257,688 Commits over 4,049 Days - 2.65cph!
Removing old node GUI crap from BeforeEditor
Rename BeforeInspector > BeforeEditor
Items and Attachments component cleanup
whitebox building 1 updated
Further work on the test map / truck setup
lodded exterior and undercarriage of beep truck, front, engine, most of interior
Entity.GibBreakClient can no longer be called on non BaseAnimating entities ( Fixes crash when using on brush entities )
Visual FX optionally follow entity transform position
Combat weapon equip NRE fix
Whoops I had skydome disabled in main
VisualFX particle systems play children on fire
Apparently more prefab saves who knew
Why not move ALL the things!?
FX stuff, some minor combat tweaks
Fixed blurry FP logo on low quality settings
Tweaked cloud brightness, especially at night
Use 2D distance in projectile entity movement test
Tweaked animal entity bounds
This meta file can be removed
Include entity name when logging "entity too far away"
Ignore projectiles from stalled players without handing out violations
changed to
OnAnimationEvent
CombatHit
Updated "Find Materials Using Shader" tool
Switched all materials using "Legacy Shaders/Diffuse" to barebones rust/std (mostly third party, fixes revz for all)
additive (getting)hit anims and first attempt at adding blood to the (getting)hit animation added back trigger hit in combat.cs with help from seb added onhitevent to unitview to play blood effect
Added basic temp frontend
Moved reverse depth code to a separate component
Fixed revz not working on player preview
Probable poolable deletion bug fix
Removed redundant multi_compile causing errors in some shaders
Fixed black grass on legacyGL + lod<300, possibly others