200,010 Commits over 4,140 Days - 2.01cph!
Added UnitFrames UI, disabled world UI camera for the time being
Effects WIP
Entity classes now use ScriptableObject
attempt at smooth client side projectiles
commented out navmesh client side prediction
Replicated previous AI behaviour, but in Behaviour Designer instead of a script.
more car changes and explosion stuff
RIP cardiffuse_wrecked.psd.private.0
A couple of adjustments to vehicle prefabs
Hooking up player to networkplayer
* GMod will no longer try to send errors to errors.garrysmod.com
! GitSync
Automated Linux Build #509
Automated Windows Build #509
Converted some updated skins to the new download system
Added heightmap blending test scene and assets
Automated Linux DS Build #509
Let's not merge out save and load functions from SmartObject.
BehaviourPlanData renamed and move to InteractionPlanData, now held by the InteractionPlan
Smart object partial for persistence
TerrainCheckGeneratorVolumes fix
Fixed mesh pop in (cave_large_medium + cave_large_hard)
Harbor_1 misc
Junk piles models/LODs/COLs/Textures and prefabs
More rehooking up bullshit.
static prop version of the players shelf
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
Debug hookup fixes
Fixed bad music triggers
Disabled collaboration navmesh update toggling since it seems to break a lot in 5.5, needs further investigation
ProtoInclude PersistedSmartObjectData
Building attachment prototpying
fixed a missing constructor