198,711 Commits over 4,140 Days - 2.00cph!
Better moving to idle states
Input improvements, rmb spin
client side movement prediction (hopefully)
bunch of fixes for thrown objects
proper orientation/sticking, obeys deploy delay
Removed / Replaced references to NetworkPlayer with INetworkPlayer
satchel requires 1 rope
protocol++
Automated Linux DS Build #508
Skill categories uses an enum
Moved resoruces into folders, nuked some old/broken stuff
Added heal + fx
fixed some animation issues
ladder rope cost reduced
floor grill cost reduced
prison gate cost reduced
prison wall cost reduced
chainlink fence cost reduced
chainlink gate cost reduced
shopfront cost reduced
metal bars code reduced
armored bars cost reduced
wood bars cost reduced
embrasure a cost reduced
embaruse b cost reduced
salvaged tool blade cost tripled
can now find turret parts, stack of hqm and stacks of pipes in green boxes - no more sewing kits
wood boxes no longer produce barrel contents
slightly higher metal frag count from worst-case barrel drop
slightly more techparts when found
slightly more roadsigns when found
Automated Windows Build #508
Automated Linux DS Build #507
codelock no longer unlocks when first entering a code, just whitelists you (QoL)
codelock remove icon changed
Automated Windows Build #507
Player connects and disconnects with seperate object
updated resource/Halflife2.ttf
Automated Linux Build #507
UTIL_ClipTraceToPlayers now performs distance check before calling in to the filter (fixes calling trace filters on every single player every time a trace runs)
Added humans and undead packs, nuked all old crappy assets
Added guards
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thrownweapon.cs now triggers throw anim directly
deploy/repeat changes to charges
charge animators updated (bools removed)
Readded blueprints, restored old menu music, buffed crossbow, everyone spawns with ak
Updating items from v2 respects texture resize rules (instead of limiting all to 1024)
Automated Linux DS Build #506
Automated Windows Build #506
Fixed a rapid fire exploit
Automated Linux Build #506
Fixed httpimage's not showing when loading from cache
Entity.RenderOverride cached by __newindex and entity-table-restoration (instead of indexing on every render)
GetConVar moved to Lua for caching (like GetConVarNumber/GetConVarString)
Added GetConVar_Internal
Bumped steam.inf version
UI cleanup
Spell fx tweaks
Added server side weapon firing rate verification to BaseLauncher as well