193,647 Commits over 4,079 Days - 1.98cph!
Basic avoidance system using Uniy's NavMeshAgent priorities.
Nuked local avoidance hacks
AvoidanceNavMeshAgent enabled gate
Fixed things colliding with the UnitPortraits layer
Removed debug rays from CameraModule
Removing a bunch of navigation hacks and workarounds
Reduced pitch variation in Unit.Audio
Entity Create and Setup positional params
FOR FUCK SAKE pipe texture
FOR FUCK SAKE lighting prefab
!A wall turret plasma prefab tile
Initial test of local unit avoidance.
Automated Linux DS Build #8
Automated Linux DS Build #341
Automated Windows Build #8
tone down the ADS fire animations for the pistol / m4
Automated Windows Build #341
Merged changes to materialsystem and debug overlays
Automated Linux Build #341
Added mat_requires_rt_alloc_first from upstream
fixed broken skin rigging on player model
fixed the crouch anims so the feet stay planted on the ground
Automated Linux DS Build #340
Added Apex Path & Apex Steer
Automated Windows Build #340
Automated Linux Build #340
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Don't parent view to itself in Entity+View. Duh.
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Started adding new audio bundle stuff (not doing anything yet)
Fixed "invisible water purifier" issue
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
FOR FUCK SAKE change camera ssao solution
tweaked the crouchwalk animations so they're lower and more distinct from the standing/walk animations
tweaked the pistol viewmodel's sprint animation
Automated Linux DS Build #339
Automated Windows Build #339
Automated Linux DS Build #338
Automated Windows Build #338
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Removed the old building system