193,456 Commits over 4,079 Days - 1.98cph!
Automated Linux Build #173
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
Let game.KickID take SteamID as well as UniqueID in first parameter
Automated Linux Build #172
Merged functionality of RunString/RunStringEx
Added game.GetIPAddress
Added game.KickID
Lua kick reasons can no longer be language strings
Home/End keys now work in Windows SRCDS consoles
Opening the chatbox while it is invisible/disabled no longer changes player view angles
Chatbox entry max char count is now correct (126)
TextEntry:OnTextChanged is now called after undo operation
Increased sleeping bag nobuild volume height
Got rid of legacy sleeping bag prefab
Tightened allwed ground deployment angle of shelves
- New lives start with 2 bonus nuts instead of 1
- Projectile hits of matching alignments are ignored
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fixed giveall returning when it should have continued
Transparent surface fog fixes and normal encoding updates; touched all affected shaders
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Cowboy - forehand dive meta update
Cowboy - backhand_dive + clips
set many realtime lights on ww court to baked and rebaked lightmaps
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
- Made a new enemy pack without Booze burners for pipes missions
Call UpdateUserData for Steam
- Merged player prefab stuff back to main
- Weapon anchor points are now taken from the PlayerShipModels componnent
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- Fixed playship transform assignments
adjusted hp and cost of new gates and fences
manifest + phrases + loot
FOR FUCK SAKE playership prefab
!A playership prefab scene
FOR FUCK SAKE all playership part
FOR FUCK SAKE player rig/scene/idle
FOR FUCK SAKE big cleanup of the player souce files
...probably broke some stuff on the way~
!A player part source file
TOD, material and post tweaks
added new combined materials and meshes to new ww court (ww_combined)
reduced tris, combined textures, changed shadow distance and set many objects to static.
Removed some old materials, more to be removed later.
Tweaked DOF and other camera scripts.
exported WW combined meshes and textures
Craft window/hud boilerplate