193,097 Commits over 4,049 Days - 1.99cph!
Improved the unified inventory. Removed the need for the separate PlayableCharacter.IItemRequestReceiver with its own separate system.
Made the whole cash register interactable in shops
Changed shop system to push state instead of always pulling it. This fixes a bug the shop had where it would update the cash display on the client before the items in your inventory got synced, leaving the price at the old value.
pickaxe viewmodel tweaks ( fixed clipping at certain FOVs, improved animation, fixed wrist pose )
mp5 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations, fixed ADS alignment )
binocular viewmodel tweaks ( fixed the weird wrist pose )
semi_auto pistol viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
thompson viewmodel tweaks ( fixed clipping at certain FOVs, improved animations, fixed ADS alignment )
rocket launcher viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
lr300 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
FOR FUCK SAKE more shader work
Banned holding drugs while in car. Maybe just because the package clipped through the car all the time.
Fixed generic package hold position on proxy player
Fixed package viewmodel casting shadow. Removed Debug log.
Getting the latest from Trunk.
Fixed a bug in CLIENT+SERVER mode
Merging in my work now that testing week is over.
Changed package size
Added blocking check for phone
Fixed server NRE
Added outlines
Moved mission marker
more rework (broken at the moment)
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attack targetting/range rework WIP
Automated Windows Build #655
Automated Linux DS Build #655
Automated Linux Build #655
Bots can no longer be created before InitPostEntity fires ( because it crashes the server )
Fixed hole in collision
Added outline effect to player trucks
searchlight fixes/balance/visual improvements
Button fix
Notification fix
Server pos fix
Camera set to follow mode by default
Bunch of refactoring to deal with entity visibility (fog of war prep)