255,058 Commits over 3,990 Days - 2.66cph!
Male asian meshes, materials & textures
Item stat pool values now applied only to the max value of a stat.
Making a better lot format
Meager start to melee parry.
Changing held item applies and remove item stat pool values.
Added connecting to server dialog
Items applies or removes item stat pool values when items change containers.
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
Crit chance and run speed modifiers are now applied from item stats.
Per second stat properties are now applied from held and worn items.
clear temp effects bullet effect
quad spritesheet -> 4096x4096
temp effect shoot pattern
Attempt to add random range to damage values (gaussian). Defaults to 5.
Scientist population is now 0.
Expose CriticalHitChance on all BaseCombatEntities.
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
added armrests to seats collision mesh
optimized sedan collision mesh
separated the seat mesh from the chassis
make GMOD_SpewBufferFlush not reentrant
cancel temp effect timers properly
diff bullet effects can have diff graze strength
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
Replaced Apex Utiltiy AI with DRM-free version
A little bit of damage system cleanup
Allow editor inventory on startup be null.
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
Updated collision detection type
Changed race bar init
fixed generic loot panel icons not having their container source assigned
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
Integrating new lot + frontage system
relocked all items other than default blueprints
item category amount on crafting window shows unlocked items instead of totals
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
better clientside collision for sedan
fixed some issues with getting hit while climbing
tweaked a bunch of 3rd person player animations
fixed random weight fuckeries for getting personality