193,473 Commits over 4,079 Days - 1.98cph!
Fixed trail renderers destroying item views
Fixed skin shading regression on OSX/glcore
min 5 damage from codelock failure
- Can now specify colour of combat text
- Added combat text for a few more events
code lock shock final pass
Added "ent who" admin command - for seeing who created the entity
Fixed separable blur shader error
electrical shock code for code locks, no more bruteforce
Edited all atmospheric pieces, removed 1 & 7
Workshop download diagnosis code
Automated Linux DS Build #196
Projectile attack uses animation callback, ddded "AttackFire" events to human bow and throw anims
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Automated Windows Build #196
Automated Linux Build #196
Virtual directory for mounted Workshop addons, lets us control the mount order
Moved CreateClientConVar implementation to Lua
UserInfo ConVars which are their default value now get networked to the server
GMA files that a server makes you mount now get unmounted on disconnect
Action.AttackUnit now handles combat ability choice and Unit movement internally
Projectile bullshit
Some item pickup/entity physics fixes
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Building block prefab updates
Conditional models run on both client and server
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Igor - Improved serve walk ( travels further), fixed ball intersecting racket on all serve anim source
Owl - Fixed hand flipping on forehand anim source
Igor - Improved serve walk ( travels further), fixed ball intersecting racket on all serve anims
Owl - Fixed hand flipping on forehand anim
FOR FUCK SAKE bouncer prefab/rig
!A animation controller, idle anim
Fixed bad filenames and missong consideration in ProtectSelf Goal DSE
Added consideration for aggressive targets
AnimatorParameterAttribute/Drawer
Some tweaks to Unit / OnOtherUnitRemoved logic
Added detail spec/gloss to skin shader; made SSS blur stronger
Trying something different out with building editor.
fixed incorrect material display on brickwall LODs