193,448 Commits over 4,079 Days - 1.98cph!
Second attempt at a black sludge fix
Spawn basic "trade location" objects randomly in cities. Going to use these for missions
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Moved most postprocess stack shaders back to original folder to allow local builds
Scenario editor workshop progress
New package get gang mission type
Refactoring gang mission stuff
Added Goal Momentum which can be broken by designated Goal Plans
Some tweaks to melee hits (still not perfect).
Put task description in game time, to match the timers.
Fixing some client/server issues
Visual timer for the wait task
Fix for black sludge in TSSAA
Fixed zooming in non-TSSAA modes
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed NRE caused by post process stack v2
Fixed hair not deforming back when removing hats
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Forcing project settings update/reset
Fixed post process stack v2 modifying player defines
crossbow/bow no longer have stance recoil
skin approval
Scenario editor progress
Updated Facepunch.Steamworks
Temporal AA now default (convar reset)
Player preview now uses temporal AA
added correct materials to male_facial_hairstyle_02 material swapper
prefab error fix for hammer & rock vm
Upgraded temporal anti-aliasing to PostProcessStackV2
old benches can now experiment
nre fix
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
chromium asset://garrysmod/... handler
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
Fixed morph cache not dirtying on setup
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Added male facial hair 02
more AI/tutorial stuff.
fixes.
merged from main.
Navmesh Link transition improvements and other misc AI tweaks.
Mine & farm loot tables & spawns.
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
More loot stuff.
Aurora improvements. #priorities
Manifest.
Put the backing on the separate panels, not on the base inventory, so it's not there all the time.
Working on a secondary timer that can be used with timed mission tasks