256,498 Commits over 4,018 Days - 2.66cph!
copy selected pixel range to clipboard
deleted non-compressed files
dont look for _compressed files
pxc offset is a property now
unit core dont collide with player when prev core destroyed
compress anims
fixed merge - load compressed files
Controllables can change the size of their collision capsule
Added GetSocketPosition to BaseWorldEntity so both skeletal and static mesh entities can use it without casting
Experimenting with a loading progress system
Working on a way to compress Pxc anims
Merge remote-tracking branch 'refs/remotes/origin/master' into temp
Updated game.unity
Anim data compression attempt
Some compression fixes
Fixed Pxc anim compression
Now using a compressed format for Pxc source files
Added a bool LoadCompressed constant
Added Steam Cloud example
lowercase vars again
merge
create neighbours
Fixed third person camera lagging a frame behind ragdoll
push slug, push event changes
Fix crash in Canvas when UE GC runs
Fixed shitty map generation
added shitty broken map generation
Removed singular from anim nodes. Added UObject map to stop managed UObjects from getting GC'd
Create the correct managed types all the time, not only when using singular
Added Steam Cloud example
More reticle improvements
Merge branch 'master' of CyberBastards
Fixed reticle state when mousing over robot
Improved robot remote spherecasting
Wanted cooldowns based on wanted levels now.
Viewmodel source update to latest rig
fix for 3rd person weapon animations not playing
Added a bool LoadCompressed constant
Now using a compressed format for Pxc source files
Fixed Pxc anim compression
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua
Fixed 4 small issues
Fixes garrysmod-issues/issues/3223
Fixes garrysmod-issues/issues/3226
Fixes garrysmod-issues/issues/3224
Fixes garrysmod-issues/issues/3225
super buggy wip trajectory display
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
Unit bar button transition effects now manually controlled
Updated how wanted works.
Removed ClearSelectedUnit(), now call SetSelectedUnit(null) instead. Removed tile clearing from this and separated it.
Unitbar selection stuff works mostly.