255,549 Commits over 3,990 Days - 2.67cph!
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
Rolled back to octahedron normal encoding; spheremap just not good enough for ws
Fixed base and subsurface normals
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
More work on persistance and Loading, still not working, but progress!
Combat log includes timestamp
People now wait for corpses to cook and remove them from the fire
Updated water bottle vm anims & controller
Protobuf for ship entities
Final barge models, added colliders, prefabs update
Working on serializing entity manager and Base Entity. We now serialize to text when running from editor, and to binary when running externally.
FOR FUCK SAKE particle setup
FOR FUCK SAKE boat wake
Barges models/LODs/Prefab Update
some material zoo test map updates
Automated Linux DS Build #482
Automated Windows Build #482
Automated Linux Build #482
print BASS error messages instead of error IDs
Animations updating correctly on owner
Restoring UnitManager gamestate callback for navmeshagent enabled toggling, which is a hack but apparently we need it.
- Fixed error where walls not showing in editor
- Cleans doors in building editor
Enable animations on invisible players - needed to move the player's hitboxes.
Auto-select pistol when entering vehicle, if it's available in your belt
Aligned client hitbox default
Fixed visual aim angles on proxy not matching actual aim angles
Automated Linux DS Build #481
Don't need to adjust car FOV anymore. Set out-of-car view angle up to 170.
Automated Windows Build #481
Automated Linux Build #481
* Fixed an exploit allowing people to die and respawn on a ladder
Fixed path issue on hex 4
Mini map scales with speed
Fixed bad merge in EntityManager
improved the third person pistol hold
fixed some stuttering with the walk / run animation blends
fixed the anim event on the pistol deploy