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Automated Windows Build #526
Extra checks for already-created components
Automated Linux DS Build #526
merge from new database branch
FOR FUCK SAKE worker bot/mortar texture to be usable in future unit
FOR FUCK SAKE explosion FX/mat
FOR FUCK SAKE fix wall model gap
FOR FUCK SAKE floor texture mask tweak
!A FX geosphere model for explosion
Imported Apex Utility AI + minor edits
Automated Windows Build #527
Automated Linux DS Build #527
Automated Windows Build #29
Automated Linux DS Build #29
added the car wreck and junkpile art to junkpiletest
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
Reduced overall client side player collider and rigidbody count by a third
Caves now spawn minecarts as well as mine crates that contain loot
Adding minecart_loot models
Adding some loot minecarts and minecrates to military_tunnels
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Commented out master server connect stuff
apparently I changed something in Player and didn't commit it...
Removed rigidbodies from radiation sphere triggers (server physics perf)
fixed BaseId hashedId not being serizalized
renamed dll because reasons
Particle system culling tweaks
editor tags around AssetId getter dirty call
An attempt at fixing remote players not animating movement on Cargo Ship (same solution as for NPCs).
editor tags around AssetId getter dirty call
hotkeys now save properly
Fix for invisible rock when thrown (1508)