248,622 Commits over 3,928 Days - 2.64cph!
- Fixed prediction issues with networked vectors and booleans
- Fixed an issue where a newly created entity would inherit networked variables from a previously deleted entity using the same edict
[zombies] added BaseEntity subclass
tweaked the player animation speeds so they're more in synch with the player movement;
optimizing some special fx
special fx for exploding buildings.. and uhm fixing bugs.. yea, lots of bugs.
removed deleted Debris class
[zombies] create debris when wall is damaged or canceled
Merge from influence maps
FOR FUCK SAKE monster level elevation test
some tweaks to the C4 explosive particle effect
Updated TOD and Water. Reverted startup scene change
revert merge from main/distant sound to try to fix asset isues on build server
Changed VM iron sight offset.
merge from main/distantsound
Don't play footstep effects that we can't see/hear
Client optimizations
Standard lighting model changes for RC3
Further lighting, material and texture tweaks. Updated lighting to Anim viewer scene.
Update falloffs before playing a Sound
reapply sound system migration to furnace, campfire, and c4
Added TENN special move anim
Added cutoff and tapering values to decor system
Fixed not being able to reconnect after you disconnect. It's a bit of a bodge though!
Removed unnecessary Camera.main queries from the grass and decor systems
Player movement and hit locks, more tutorial work, shader updates.
Precision issues with g-buffer normal encoding; affected terrain as well
continueing to build test court environment
Making menus a and UI a bit nicer and allowing to disconnect and reconnect without shutting the game down etc.
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values