243,578 Commits over 3,898 Days - 2.60cph!
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Made AI handler always execute in-editor
Added some basic AI script descriptions
Coder-art-fixed the menu background terrain height being off
Restored menu background terrain
Added normal mapping to menu background terrain
Added updated head OBJ files to source folder
Only execute AI handler on server
Added player weights folder & files
updated OBJ source folder
Time to get this to main to keep the branch from diverging
Replaced cylinder obstacle height with extents (= height / 2)
Made obstacle closest point checks 3D
Added hands LOD0 obj to source folder
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Oops, need TestLevelTerrain for the test level :S
Committing these meta files so it doesn't keep asking me to commit them
util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder now accept a third parameter, set to true to preserve key case
vgui.LoadControlsFromFile/LoadControlsFromString now properly creates scripted panels
Improved vgui.LoadControlsFromString (no longer writes to a temporary file)
Merging terrain normal related changes
Changed to straight normal+height packing for less artifacts
Fixing NRE errors popping up on Sentry
fixed some bone structural errors in the deer rig.
updated andre's wolf prefab with my animation controller
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
Made items not be ScriptableObjects
ItemID's are now uint (was int)
Fixed moon being kinda blue
Tweaked LUT blending times
Minor fixes and adjustments
Add missing snow footsteps
Update npc_alyx icon, delete useless broken model.
Clarify that you are supposed to install the Zeno Clash Model Pack for gmod.
stag rig; stag running animation
Fixed LUT blending bugging around if a time sync from the server sets back the local time
Increased probability for small stones in forests