200,680 Commits over 4,171 Days - 2.00cph!
Fixed rock shader being too dark
Color matched (ish) sand rocks
Set shininess on all rock materials
Added server.ip variable (to bind server to specific ip)
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Reduced rock count slightly
Protocol++
Re-organising builing assets.
Can now reset after game over.
Fixed seeker absorb rate, tweaked colours.
changes to hold type anims & world meshes for correct weapon placement
World model attachment bone now defined by the weapon itself
reset positions of all world model weapon prefabs
Changed terrain minimum pixel error to 5
Nuekd some random FBX and building materials. Updated new log building pieces.
re-export torch world model & edited bow prefab
More changes to HEM.
Made mouse input difference / maybe worse!
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
Added 3x3 shack and front corridor walls
Shrub textures and a little cleanup.
Fixed bad translucency on forest 4's.
Building part skin sets now work
Merged some changes contributed by Robotboy:
Fixed ammo box not working on the HL2 jeep
Fixed HL1 prop_breakable gibs not spawning
Fixed incorrect model for HL1 barnacles
Fixed HL1 grunts not dropping the right items when killed
Fixed HL1 sentences not being loaded
Fixed CSS muzzle flashes not appearing on some weapon models
gui.OpenURL now accepts HTTPS addresses
Restored preset saving
Fixed MsgC ignoring first argument if it's not a color
Fixed file.Find returning text files in the folder list
Added some missing MAT_ enums
Renamed Zeno Clash to Zeno Clash (Model Pack) in the mountable game list
Added chat.GetChatBoxSize
Added first draft floor, window and stairs for the log building set.
made some changes to the player animation state machine; added prone/crawling animations.
More light tree and shrub files
Reverted file.Find change - didn't work
player animations for attack / deploy / reload while holding a rifle.
changed the player animation state machine so each of the weapons have their own overlay sub state.
Window piece was mistakenly overwritten, commited new prefab
Procedural map fully supported and running procedural virtual texturing
Sync with GitHub for 7 Aug 2014
Rollback steam.inf change
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer