200,001 Commits over 4,140 Days - 2.01cph!
Added warning to RandomizeStartPosition when called on a sound missing audioClip
Automated Windows Build #354
use localPosition where possible (evaluating perf difference)
physics.steps for client (devs)
Working on Interaction Exclusivity. 'Tis not quite there yet, but getting there.
Automated Linux DS Build #354
- WIP map / teleport stuff
- Pressing C when playing from editor now toggles invulnerability for player
- Debug info
improved bear limp and exhausted anims
- Halved the lifetime of cash/xp pickups
Updated beep build: map changes, off road penalty, gets server from facepunch api
Misc cleanup, classes to files
* Fixed Entity:SetEyeTarget() having no effect on "anim" type SENTs
Automated Linux Build #355
Build process reshuffle.. build faster you prick!
Automated Windows Build #355
Automated Linux DS Build #355
- Some door/gate cleanup and debug
More build speed experiments
added a two more standard attack variations and a pounce variation that should work with root motion
attackTrigger01
attackTrigger02
attackTriggerPounce
BehaviourChain Injector elements. Editor, DM and data setup.
Social Participant Interaction set assignment via Injectors during DM
AI Designer GUISkin improvements
Added player counts and uptime stats to server
Broadcast horn
Added back river flow; still needs work
- Added example prefab of how to setup a destroyable object (doesn't have visual state for destroyed/damaged though)
Allow changes to gmod_mcore_test to take effect while in-game
Automated Linux Build #356
Merge 'Allow changes to gmod_mcore_test to take effect while in-game'
Automated Windows Build #356
Automated Windows Build #10
Automated Linux DS Build #356
Automated Linux Build #10
Automated Linux DS Build #10
slight tweaks to the rifle walk animation
- Reduced gate anim controller stats to 2, fixed gate issues
- Added editor-mode gate open/close debug commands to G and H keys
- Added some more room debug logging with pretty colours
- Fixed a gate lockin problem relating to branched paths
Fixed NRE's in GeneratePrice @helkus