199,462 Commits over 4,140 Days - 2.01cph!
water_treatment_plant sewer ladder path unblocked
fixed a few little gaps between pipelines
Foundation step exploit fix
By default, allow admins to use their noclip cheat even on antihack userlevel 2
AntiHack debuglevel is 2 in the editor
- Laser link now does % health every damage tick
- Added hit effect to laser link
-some more profiler hooks (tho they bring no joy)
-ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
added new trees and tree roots to temple court, added wip shader and tweaked lighting
Include default key config on osx
- Set Laser Link cooldown to 15 seconds
baked out tree roots and created tree root textures
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
Got stuff working at runtime again.
Don't split textures into different bundles (loadtime vs diskspace)
Fixed per-pixel lit particles with rotation; hard limited to 2 lights
Added lit particle test scene
Triangle foundation exploit fix
-InfluenceThreadManager is a proper ManagerSingleton now.
* Fixed yet another DDoS exploit
* Added ISteamUGC to IGet
* Moved some steamworks.* Lua functions to ISteamUGC
Use scaled time for client tick + lerp (timescale debugging weapons)
Fixed client rpc prediction cull not working (own weapons effects playing twice)
Automated Linux Build #76
Fixed insane plant growth in shallow lakes
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
Automated Windows Build #76
Fixed being able to open chat when it's disabled
- DecisionPlan stored property in Goal/GoalPlan, not a field.
Basic collider generation. Pretty fast!
shotgun shell fires +2 projectiles
handmade shell projectile count doubled, damage halved
eoka spread increased ( less useless)
Added input Reset To Defaults
Added mouse blocking canvas when binding a key
Fixed options starting on wrong screen
Reset item.removeTime on load serverside, to avoid items falling into limbo
Fucking water texture fuck the fuck off
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
-merged new bits and bobs about IMs
combined all underwater world fx into one super prefab.
Automated Linux DS Build #76
FOR FUCK SAKE prefab room
!A asteroid group model
added a ripple effect to the water bucket when the player moves around
melee ranges slightly increased across the board
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments