248,768 Commits over 3,959 Days - 2.62cph!
About to test some build processing. This could go wrong.
Canyon progress
Added two big sewer rooms
New fireball effect
Fixed ball size issue after special
Added lava court to front end, ditched 3D scene behind ui
Merging holosight branch into main
Break out of foreach after removing an item, else we get invalid operation.
Can equip mods by dropping onto weapon icon
Added ItemManager to Globals object
TribeStatArea spawns and adds stick to the campfire
Data tweaks (Forget if Interrupt on various Interactions)
Weapon slots shown on icon
* Fixed random shitty sprite texture SWEP crosshair ( Thanks Jvs )
Water: matching refl occ fade-in
Water: quality adjustment fix
* Fixed 2 crash problems, 1 confirmed shadow related crash, one potential crash fix
* Added CSEnt.__tostring()
* Panel.OpenURL() no longer opens bad/blocked file extensions
* Fixed dangerous .vtf exploit(s)
Water: Fixed shore blending artifact
FOR FUCK SAKE wip room tweak/light test
Canyon early work backup
Water treatment plant stuff
Added Behaviour.OnBehaviourActivated for callbacks, SmartObject only counts subscription and allocates InteractionPositions when the relevant SmartBehaviour is active
Added BehaviourStack.Contains method
Buffering Agent.Effects in TickEffects
Fixed potential NRE when calling Consumable.Consume()
Removed Agent.SubscriptionCount, now simply check against the Stack.Behaviours.Count in DM
Overriding some methods in SmartBehaviour to deal with subscription handling better
First pass racket trail effect.
added more stalagmites to lava court, changed material, working on court surface
added new stalgmites to lava max
-partly B&W2 style: camera only follows the ground going up, not going down.
Player eyes are now an entitybehavior
-merged with main
-Camera: standard with lots of tweaks (better follow, better gliding around, some sort of currently rough fix for the camera going through mountains)