254,994 Commits over 3,990 Days - 2.66cph!
Disable http redirects to ftp scheme - crashes Awesomium
bullet opacity
bullet acceleration func
octopus f0 tweaks
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
Unschedule sun events on destroyed vehicles
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
Props place correctly. Cloning keeps prefab references.
mad scientist reverse engineering backup
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
Fixed building views not getting set to finished when the last required item is deposited
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Show timer times always in real time (not game time)
fixed bug where NPC rockets/shells could detonate before hitting target
fixed invisible curb at launch site
octopus f0 patterns
fsm loop num can be used in pattern functions
bullet absolute angle property, bullet loopNum
Show prison time remaining in the HUD
Implemented screen space target lock changes
Changing lock on target now attempts to get the next valid target in a given screen-space direction
Can now change lock on target by pushing Rstick left/right or pressing Q/E on keyboard (Mouse Wheel still works as well)
Added a Test Map and a disabled AI Dummy
Increase weapon prices in stores
Refactored NetworkEntity instantiation. We weren't digging recursively into grandchildren so when a player joined a game, if other players were in vehicles, their held items wouldn't sync due to the vehicle -> player -> helditem heirarchy skipping the grandchild. It was being sent from the server but not read by the client.
Compile fixes, netstandard2.0
Added support for publishing workshop items to the main app from another app.
Merge pull request #66 from MollerVictor/master
Added support for publishing workshop items to the main app from anot…
Tweak lightmap importing
stb_image
Merge branch 'master' into TextureLoading
More stb libs
Flatter binds for stb
Storing the jump distance and time
Added texture find read write enabled tool
No material filtering on tex usage report
Removed UseTarget from ItemActionDesire
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Added machine process desire creation and keep desire check for said desires
Viewmodel texture updates
plus asks sharp to load the texture
Merge branch 'master' of SandboxGame
ImageSharp test (might be shit)
Chromium can register/handle binds in sub-frames