200,455 Commits over 4,140 Days - 2.02cph!
Fixed std shadergui scroll offset placement
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
Fixed std shadergui scroll offset placement
Nuked unused blend layer shadergui
Added wetness to std/blend-layer and core/foliage shaders
Added wetness to nature/foliage shader
updated opportunity panel, reformating outcome
added sucess/fail ui anim
fixed default team name in the logo creation panel
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
NPCs should respect isMounted when they Resume.
Might have fixed some compile errors on build
Slightly better ground-hugging for junkpile NPCs.
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
fixed opportunity outcome arrow displaying the wrong outcome and adjusted its animation
set back original opportiunity chance
changed opportunity panel background
adjusted floating cash text sorting/formating
Forgot to commit this stuff from the last time I worked on the project. Video window and some misc bits
Added button to destroy entities from the EntityInfo debug
Entity destruction now logs the names of the destroyed entities
actual no spawns in nospawns
fixed commas in destruction log (important shit)
Consider entities out of bounds if they're lower than terrain zero level
Allow debug.callbacks on server too
Terrain sockets no longer count as inside terrain if outside the terrain bounds
added missing references that are causing errors
updated wounded animation starting position, made current desired time range loop
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
wip end of season ui/code
basic end of season panel functionality
Added simple runds.sh to Linux server (just to get people started)
added UIButton and audio defs to a bunch of buttons in logo creator
Stricter construction socket connect distance / angle to fix some minor glitches
Switched Debug Steam Callbacks to command line switch
Fixed bug where respawns after the pre game wait weren't delayed, caused issues with shit not being cleaned up first.
branched for play match/squad editor button/flow rework
Latest Steamworks (Linux Callback)
Realmed remove doesn't point to a blank component.
Scene fix
Spawn FX timings
removed match squad dedicated button.
reworked continue/squad/match/play flow.