248,547 Commits over 3,928 Days - 2.64cph!
AISense now searches using type comparison.
Hammer sounds and sound tweaks
Assert that UpdateNetworkGroup is only called serverside
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Fixed hammer, added map compiling tools, added model compiling tool ( needs testing ), moved garrysmod.fgd to GarrysMod/bin
GitSync + Update Bootil to latest version
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Added minium / max scale for generated rocks
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Animal partol values no longer using defaults.
Restored animal properties from main.
Merged remote logging fixes.
Player metabolism is now logged after a 10% health change.
Added remote log to game setup.
New char02 fbx export to source and art database. Texture compression check. Material tweaks.
Merged changes from main.
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
WIP on replay system for effects
added detail to court textures
Corruption tweaks to make UV fuckups more persistent.
Post-build deployment, GUID: 02b7b1b2-9446-4124-a4c3-f4edd71152a6
Toolbar is now toggle-able, and is hidden by default in the web player.
made light slightly brigher, darkened wood textures slightly (set to grey)
Re-implemented clearing the console when right clicking the console toggle button.
Started reorganizing animal classes.
set court_wear.tga to black (this is the tga that is dynamically changed in code)
added new court shader with dirt and metal (clean) varients, with splatmap to blend between the two
Checking in wood set pieces and updated prefabs
Merged changes from main.
Merged hunting wolves from animals branch.
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Removed the need for the temporary "Staged" scene during builds.
Merged the Embedded and Standalone scenes into one, toolbar controls are now added programmatically.
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Tagged skins
Fixed bear anim controller error
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
Merge branch 'master' into ovr
Made sure the cabinets in GameTest are using valid games.
[block_party] spikey block adds spikes to blocks it touches in 2nd phase