254,389 Commits over 3,990 Days - 2.66cph!
Downscaled wood armor and roadsign vest
gas_station update
gas pump LODs/COLs/ Textures and prefab
Added mouse input events for releasing left mouse over a unit or a tile
Disabled drag scaling for now
moe wip dragging
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Supermarket cash register
Fixed possible Lua error(s) in menu state
Sign up to beta list on signup
On send code, join beta list
Kill SetVisible on CharacterModel. SetVisibility is king now.
Fixed construction parameters on building materials not being set properly on load
Changed character visibility to have three states. Characters that are nearby (currently, within 75m) but not visible to the player can still animate while having some other unnecessary features disabled, meaning their weapons can still play sounds in animation events and so on
Added a Go Home ability to units - if they are outside of their territory you can command them to head back to their territory
Applied Unit Controller load fix from last week to a Groups entities to fix buildings getting marked as not player controlled on load (buildings in players group but not player controlled was messing stuff up)
relative mouse aiming has less rigid radius
pattern rotation speed abs; patterns that follow player start aiming at player
Added a missing ProtoInclude for PersistedGameEventManagerData
Diplomacy component now keeps track of when the last gift was given to another group, and won't give another gift until 24h later
Stop NPCs showing money FX for their initial money allowance
Added other hl1 maps. Player model clothing shadow settings.
Added Controllable ViewLocationOffset to allow changing of eye height
Shrink player collider when crouching
Added jump input to CharacterControllable
Remove jump input binding
Player physics uses collision profile and managed shape entity for sweeping
patterns can exist until all child bullets have despawned
bullet mass
refactored some pattern shooting from pixelgroup to stage_bulletpatterns
bullets can spawn mirrored/doubled patterns
patterns can move their bullets with them
Fixed errors in wallhole calculations.
stage bulleteffect handler
bullet keyframe effects, repel player/bullets
Cling to ladders and dismount with jump
Fixed multiplayer entity creation
ClassLibrary stores and compares type.FullName
Pass full class name as managed class name
Added extra warnings if double registering ents
Don't try to create managed Entity if creation was triggered by creating a Entity
More sensible exception reporting
Add world spawn entity. Create world impacts on all brush models.
Moved all player movement to C#, more robust quake style collision solving.
Use a bigger buffer for serving files to coherent - way faster
Forgot some BaseNpc tweaks in merge.
Missed a Main Camera tweak in the merge.
WIP coui:// requests handled by managed
Merge changes from master
Cleanup coui request handling, files served from coui://files/
un-break hotload for HtmlHud
Cleanup coui request handling, files served from coui://files/
gun starting angle fixed
player mine gun