254,762 Commits over 3,990 Days - 2.66cph!
FOR FUCK SAKE player weapon source
FOR FUCK SAKE speeditem prefab
!A WIP speeditem model/texture/mat
- Your round uses pipes dungeon flow
scaledown m4 viewmodel
character rigged
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
Optimized the double buffering a bit.
Killed debug log in DecisionPlan.TickMomentum
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
Concrete wall fence textures and material
Locked off characters for now
Double Buffering of Goals
Cleaner DM for finding best variant (less ref passing)
Momentum Fix
Added variable height smash
deer graze animation tweak
Fixed UVs and removed terrain alpha blocker geo from campfire
Added missing TerrainBlendObject component to campfire
merge, my stuff is
deer ow
wolf attack OnAnimationEvent AttackHit (or something)
Some metas, apparrently
AttackHit anim events added to human attack anims (except bow, because reasons)
Allocation-free overlap physics queries
SocketMod_EntityCheck uses entity vis class
GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free)
Better trigger handling in AntiHack
Merge from jenny's branch
- Aclohol extractor stuff
Updated campfire
Moved Wait action delegate stuff to End overload
Added weather clearing music
merge with;
wolf tweaks +attack, ow and eat anims
EntityTransformNetworking check for changed positions
- Reworded nuts waiting message and made it fit the panel better
Fixed cupboard gibs errors
- Added mortar spawner to beer taps fight, altered heal;th values of taps + turrets,made it more fun
Updated CurrentVersion to 5.3.2
Added currentEntity to Raven reporter
Added new incoming storm sound, deleted old stuff
Stopped burlap sacks from rolling around and generally being annoying as fuck
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Automated Linux DS Build #175
Automated Windows Build #175
Output SystemInfoGeneralText at startup, so it's availabel in crash logs
Automated Linux Build #175
Updated anim viewer to support multi height smash
Fix DFrame:Center when parented inside a panel not at [0, 0]
Don't let players enter vehicles that they are a parent of (stack overflows!)
Added optional parameter to poster command to save each frame as a separate image
Deleted some old sounds and add new atmospheric music no. 20
Refactored Unit+Items pickup animation callback/event data stuff to be less shit
Added animation callbacks for AttackHit in Unit+Combat
bear attack tweak
bear aggressive idle, ow, eat anims
generic animal controller updated a little
FOR FUCK SAKE WIP weapon part
!A WIP new weapon part