255,112 Commits over 3,990 Days - 2.66cph!
Fixed hitch when opening radial menu
Camera module FOV changes
Reduced rock smash time
Post tweaks
Fixed rust/std terrain blend shader black detail occlusion
Material sprite rendering
added railway bridge prefab segments and fixed materials
Added IsAttachedTo and GetParentOfType to BaseEntity. Fixed #88, Fixed #87, Fixed #81.
removed hold to move for now
Added terrain material reference mini-islands to TestLevel
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
Graveyard asset processing & cleanup wip
Fixed lift shaft collider
Added blockers to the rocket factory to prevent getting stuck
Fixed lift shafts in the rocket factory / reenabled lifts / created additional exits for warehouses / fixed computer cabinet rotations
Dungeon test
LOD error fixes.
Updated TTT to the latest version
TTT: Fix many prediction issues (BREAKING CHANGES) (#1387)
Fixes and improvements to prediction of movement, ironsights, shots, etc.
* Player:SetSpeed() is removed, use TTTPlayerSpeedModifier hook instead
* TTTPlayerSpeed server hook removed
* TTTPlayerSpeedModifier hook added, works the same as TTTPlayerSpeed did but *must* be hooked on both client and server
* SWEPs that use Think must now call their BaseClass.Think(self) for iron sights to work properly
More optimizations.
Prefab prep.
Broadcast ball impact sound
Fix ball shadow mesh sizes
Bouncy ball impact sounds
ent use activator is now a controllable
Gave base weapon controllable a way for the server to play a sound for a client
Don't play sound on server
Gave world entity a use function. Give health when ball is used
Fixed CCD getting disabled
Try setting CCD on the client too?
Figuring out why CCD isn't work on dedi
Fix ball shadow mesh scale
See if this fixes balls on dedi
Bouncy balls cast shadows
Fixed bouncy ball collision on client
Added basic collision checking
lets give that another try