200,001 Commits over 4,140 Days - 2.01cph!
Adjusted NPC ladder position
EntityViewUtility will now size the default box collider it puts on an item when no other colliders are present, the collider will be sized to encapsulate all meshes on the item
Added colliders to any clothing items that had no colliders
Resized existing 1,1,1 colliders on items
improved bear meat normals
Description fixes + Phrases
combat fixes / rework wip
UnitView quick cleanup, fixed double triggering of hit
Wall objects can snap to collision
More work on optimizing rebaking of navmesh grid cells.
EAC register timeout is 20 seconds
updated meta stats for animals with it allready setup
material clothing for humans clothes
EAC HandleClientUpdate tweaks
Entity.WorldSpaceCenter will no longer silently fail when used on a NULL entity
Entity.IsLineOfSightClear will no longer silently fail when given no argument or a NULL entity
Do EAC auth right after Steam auth
removed eyebrows for now and fixed human HIT box positition
null check in Attachable-based properties of Item
adding texture sets wall_tiles_a, wall_tiles_b, materials
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Item spawners can now spawn a selection of items.
GameMode can now lock or unlock things at game start
minor light flare added to ceiling lights
Game Modes now define the starting pool for crafting and building. This will probably be replaced with an asset-based unlock system soon though!
Fixed busted command generation when holding containers
Added Combine Shotgunner skin to the Combine Soldier player model
Got version1 of roofs, floors, ceilings, overhangs...
Added engine.ServerFrameTime
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Added Qucik Tool Search feature to all Tool Tabs in spawnmenu
Better support for lower screen resolutions (1152x864 and lower)
Game Depot System will no longer try to check if folder of mountable games exist - too unreliable, now uses SteamAPI instead
Dead player's ragdolls now also inherit the player's color and rendermode, just like they do skins, bodygroups and material override.
adding texture sets gas_station_trims, metal_ceiling
materials, texturing WIP, level update
Most of the data structure for the new unlock system
Adjusted vehicle LOD settings a little bit
Fixed nav arrow butting in when it shouldn't be