30,775 Commits over 3,867 Days - 0.33cph!
finished ak47 view model animations
Temporarily preventing sending network update on stability var change
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Setting up console window to host other developer tools
Another IsNaNOrInfinity check in AILocomotion
changed the animals to use 1 state variable, instead of separate variables for sleeping / eating / tired / etc..
some animations for the ak47 view model;
fixed a bug w/ rifle shell casing model.
First pass at thompson sounds
added Eating animations for all of the animals.
firing animations for the ak47 view model;
alternate attack animation for the 3rd person pickaxe
WorkQueue performance tweak
UpdateSurroundingsQueue profiling
globalchat enabled by default
More server console tweaks/fixes
Tweaking console newline behaviour
Don't load entities with NAN/Infinity positions, warn on it
Tweaked WorkQueue warning times
Show stats in server console
Guards against NaN/Infinity vectors and added warnings
added some variations to the 3rd person melee attack. There's now 3 different attack animations that get played randomly.
tweaked the placement of the salvaged hammer and made it use "pickaxe" hold as it looks more natural that way.
tweaked the pistol/rifle shell materials so they look more shiny;
tweaked the 3rd person run animations;
added an idle animation for the ak47 view model
Don't re-network updated stability value unless it changed
rigged up the view model for the ak47.
Spawned entities send a creation message immediately
Fixed player models not aiming up/down
Properly named queue time warnings
Splitting up Cl_BasePlayer into partials
Fixed fall damage
Rebuilt plugins
Fixed missing smoke materials on cargo plane and torch
made some improvements to the 2handed spear attack
-changed the 3rd person animations for the spear so the 2-handed hold is the default.
-changed the wood/stone spear prefabs so they are attached to r_prop bone now.
-fixed the r_prop bones on all of the spear animations.
finished the 3rd person animations for the 2handed spear.
First pass bolt rifle sounds
more 3rd person animations for the 2handed spear
Properly disabled TerrainModifier in TestLevel (temporary)
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
Reverted to previous lidgren version
Fixed startup error in buildingtest
Fixed guns making now shoot effects
Fixed entity disable broken logic
Converted weapon worldmodels to the new ShadowOnly stuff
Limting error reporting to 5 per minute
Fixed NRE when getting pingTime
Fixed deploy guide NRE
Fixed "Ignore collision failed" warnings
Fixed NRE and warnings in new console system
The mother of all refactors
Fixed way pages in lowest pvt mips are deallocated; can now use full pvt range, for shaper far terrain, without blending into base sooner than necessary
3rd person run animations for the 2handed spear.
Renamed TerrainMeta folder to TerrainExtension
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Updated test scene ProfileProceduralMap
Added cutoff value to grass system
Added exclusion filter for objects using ShadowCastingMode.ShadowsOnly, in amplify motion blur