255,058 Commits over 3,990 Days - 2.66cph!

7 Years Ago
Male asian meshes, materials & textures
7 Years Ago
More parry fiddling.
7 Years Ago
Item stat pool values now applied only to the max value of a stat.
7 Years Ago
Making a better lot format
7 Years Ago
Meager start to melee parry.
7 Years Ago
Changing held item applies and remove item stat pool values.
7 Years Ago
Added connecting to server dialog
7 Years Ago
Items applies or removes item stat pool values when items change containers.
7 Years Ago
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
7 Years Ago
Crit chance and run speed modifiers are now applied from item stats. Per second stat properties are now applied from held and worn items.
7 Years Ago
clear temp effects bullet effect quad spritesheet -> 4096x4096 temp effect shoot pattern
7 Years Ago
Attempt to add random range to damage values (gaussian). Defaults to 5. Scientist population is now 0.
7 Years Ago
Expose CriticalHitChance on all BaseCombatEntities.
7 Years Ago
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
7 Years Ago
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7 Years Ago
updated sedan prefab with proper client collison meshes from minh vehicles collide with deployables
7 Years Ago
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
7 Years Ago
added armrests to seats collision mesh
7 Years Ago
optimized sedan collision mesh separated the seat mesh from the chassis
7 Years Ago
7 Years Ago
make GMOD_SpewBufferFlush not reentrant
7 Years Ago
cancel temp effect timers properly diff bullet effects can have diff graze strength
7 Years Ago
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
7 Years Ago
Replaced Apex Utiltiy AI with DRM-free version
7 Years Ago
A little bit of damage system cleanup
7 Years Ago
Allow editor inventory on startup be null.
7 Years Ago
Updated damage algorithm
7 Years Ago
added loot table assets, weighted item amounts better support for baseNpc not producing a lootableCorpse made all humanoid npcs use lootableCorpse, also spiders because fantasy
7 Years Ago
Updated collision detection type Changed race bar init
7 Years Ago
Merged from main
7 Years Ago
More npc navigation
7 Years Ago
fixed generic loot panel icons not having their container source assigned
7 Years Ago
temp effect bullet visuals some temp effect cleanup quads made up of 4 tris instead of 2 bullet wobble octopus repel bullet uses temp slow effect
7 Years Ago
Integrating new lot + frontage system
7 Years Ago
relocked all items other than default blueprints item category amount on crafting window shows unlocked items instead of totals
7 Years Ago
misc
7 Years Ago
lootable NPCs progress
7 Years Ago
missed a spike trap
7 Years Ago
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
7 Years Ago
better clientside collision for sedan
7 Years Ago
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7 Years Ago
7 Years Ago
fixed some issues with getting hit while climbing
7 Years Ago
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7 Years Ago
7 Years Ago
updated sedan colliders
7 Years Ago
tweaked a bunch of 3rd person player animations
7 Years Ago
fixed random weight fuckeries for getting personality
7 Years Ago
fixed bad loop