123,981 Commits over 4,171 Days - 1.24cph!
Signs, final meshes with LODs and collisions
Updated how conditional models work, to keep up with Vince's 200 object skins
updated water footstep effect
Added a text surface and material to signs
Fixed various cases where the river mesh could overlap itself
Signs text surface should now share the normal map UVs of underlaying wood
brightened the watersplash effect.
improved the 3rd person running animations for pistol/rifle/rock
You can remove unlocked locks from doors
fixed some warning msgs regarding flinches
each strike with eoka increases chances next strike will make it fire
autosprint after 2 seconds
added flinches for bear and some more flinches for human.
Deploying non buildingblock entities with planner tool
fixed the bug with the player animating like a complete retard
Server executes server.cfg properly
Server saves "saved convars" to serverauto.cfg, which runs right before server.cfg
Fact check player counts
Made standard refraction shader blending physically correct (alpha only affects diffuse)
Re-exported satellite dish LODs and collisions, refactored prefab scene
Planner placing deploybles works properly
Changed how guide skins work (simpler, generic, reliable)
Signs break properly when parent dies
playerskin2 materials plus textures
Added more descriptive procedural component loading statuses
Fixed possible warning in tangent calculation when aligning decor
playerskin2.tga was moved apparently :s
Replaced hill noise with a nicer-looking, more noisy variant