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Automated Linux Build #203
IsPathSafe() only outputs warnings with fs_tellmeyoursecrets set high
Forced player simulation set to 2 fps minimum rather than a ConVar
GitSync
FOR FUCK SAKE burner prefab, tweak hit animation
FOR FUCK SAKE bouncer prefab, relink entity animator
FOR FUCK SAKE bouncer prefab/controller, re rig and tweaked all the anim
!A bouncer roll anim
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving
- Removed random offset for cocktail launcher
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
- Reduced loading time of level start/level up screen
- Other bits
Fixed extra shiny player model.
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
- Switch XP / room bonus bars around
- Number of level ups is now stored and XP can rollover
- Added level up text to bar when levelups pending
- Refactored earlier XP test code
- Rebuilt player prefab
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
Igor - Added skinned LOD2 mesh
Updated Elvis controller / config with new dives and smash
WIP on anim state changes
added new test court trees
added new trees to test court (need to combine materials)
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
FOR FUCK SAKE plasma projectile life
powerplant scene updates
dirt accum textures, mat, models, reeady to place prefabs
Automated Linux DS Build #202
Delta time now accumulates in Tick Temperature. Increased time to reach Ambient Temperature, for a slower tick till doom rate.
FOR FUCK SAKE plasma particle prefab
!A particle scale animation/controller
road materials updates, textures rework (less noise, better depth)
road meshes simplification and beautification +new, longer segments
Automated Windows Build #202
- Removed large rooms from factory tileset
UTF-8 output on Windows SRCDS console
- Rooms, turrets, and reduced cam shake