201,013 Commits over 4,171 Days - 2.01cph!
Fixed HTML menu for real this time
EAC doesn't seem to like the 64bit windows build. Build a 32bit version for now.
Fixed EnableMatrix and SetModelScale scaling some models twice
Fixed util.CRC not working with numbers
Fixed a few potentially exploitable concommands and convars
Added .db to CNetChan blacklist
Adjusted Color metatable
Making the server less verbose
Fixed players being able to die when dead
Removed more debug output
Improved some awfully flat looking ground textures.
Added server.secure convar
Reverted to March 14th version
A bunch of empty folders for some reason
Fixed viewmodel animation trigger errors
Fixed player inventory errors
Ignore empty console commands
Split up client network cycle, to aid debugging
Don't allow connect multiple times
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed custom terrain shader fog incorrectly handling the case for no fog
Updating to 18th March version
Fixed JQueryUI fucking up drag positions with page zoom enabled
Made items draggable, item slots droppable
Items are now added to array by slot number
glue.js switches the screen to ingame and opens inventory in chrome
Wearables/Beltbar hooked up to HTML ui
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
Build a proper release version of the dedicated server
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Updated clothing parts source file with hand LODS.
Deleted multipass terrain shader (no need to keep legacy shit around)
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
finished the new wolf model
Some procedural generation refactoring
Added parameter to let grass mesh scale be affected by splat intensity
Terrain mesh blending shader update
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Removed high frequency texture sample from terrain base map shader
Added experimental masked-blend layer terrain shader; sample normal+height maps
Patched lighting on masked-blend layer terrain shader; tweaked test material
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
stored resources inside a subfolder for each game
removed duplicated resources
More snow stuff. Brrrrrrr.
Tweaking this texture, to see if it makes any difference to the holo sight
Use staging branch instead. Lets see what this does.
Changed terrain fallback shader