199,430 Commits over 4,140 Days - 2.01cph!
WIP on replay system for effects
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
Merged changes from main.
New char02 fbx export to source and art database. Texture compression check. Material tweaks.
Added remote log to game setup.
Player metabolism is now logged after a 10% health change.
Merged remote logging fixes.
Restored animal properties from main.
Animal partol values no longer using defaults.
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Time of Day update to 2.3.3 prerelease 2
Updated custom sky prefab
Updated water to the latest version
Added minium / max scale for generated rocks
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
GitSync + Update Bootil to latest version
Fixed hammer, added map compiling tools, added model compiling tool ( needs testing ), moved garrysmod.fgd to GarrysMod/bin
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Assert that UpdateNetworkGroup is only called serverside
Hammer sounds and sound tweaks
AISense now searches using type comparison.
BaseAnimal no longer hides it's public properties under a server CC flag.
Improved how AISense detects corpses.
[block_party] squid block laser no longer goes through blocks
fixed grade damage assignment on default spawn
building protection values and health balance
Clothing protection values
[block_party] re-did player sprite
Fixed all the whack tree LODs. More ground texture wips.
Fixed a bunch of warnings
eating animations for boar / stag / bear / wolf
Disco flare fix for the testlevel.
brightened up rock lightmaps (switched to add instead of multiply to try to make the blues less green), darkened main light intensity from 0.5 to 0.4. Added sinwave timer back on to court to art-test
New sprite packing algorithm.
Some cleanup for the new sprite packing algorithm.
Corruption persistence tweaks.
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Areas outside of the sprite atlas are now transparent.
Removed _another_ sneaky `Test` exception from Mazing.
Recorded some new demos since the texture coordinates are invalid in the old ones.
tweaked ambient light and other material colours to make scene look less orange and more natural
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Reduced terrain checksum spam
Tweaked sprite atlas generation so that sprites are aligned to 4x4 pixel blocks.