200,396 Commits over 4,140 Days - 2.02cph!
CRC fragments and packets
Added `FacepunchNative.dll` and `FacepunchNative64.dll`.
Always remove snow from rivers
Fixed some spawn rules that broke with changeset 6269
Plagiarizing utility code from Rust.
Removed networking implementation copied from Rust.
Added reference to `Lidgren.Network.dll`.
- More weapon work
- Weapons can now be equipped per-arm and have their own properties
Changed how building grades work, to make balancing less granual and allow for skipping grades
Phrases now look for translations in Scriptables
Latest version of megafiers
Split `Arcade.dll` into `Arcade.Server.dll` and `Arcade.Client.dll`, started work on networking boilerplate.
added caterpillar track machines to test court, rigged and animated
Fixed grade upgrade error
More networking boilerplate.
Fixed bullshit. Added chatui
Updated vm torch anim source files
Merge branch 'master' of arcade
Migrate geiger sounds to sound system and reduce volume
Volume/mix adjustments for some impact sounds
Increase overall volume of in world sounds
Slight increase to max distance on default sound template
improve the bear animations (attacks / walks/ runs)
Fixed dynamic infuence maps not updating properly
Prevent rivers from crossing each other
Added placeholder object to river sources
Fixed some decor not properly aligning to normal by default
[zombies] when they cant reach position, zombies attack part of the blocking wall instead
Fixed beachside trees spawning forestside
Fixed some player spawns being inland
Fleshed out networking interfaces.
Merge branch 'master' into net-lidgren
Added some dirty dodgy menu and UI shit.
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Made paths and rivers store height values when assembling the point lists
Doubled river vertex density
Increased maximum river trace distance
Some refactoring and cleanup
Tweaked the scale range of some river rocks