199,466 Commits over 4,140 Days - 2.01cph!
Combat weapon equip NRE fix
Visual FX optionally follow entity transform position
Entity.GibBreakClient can no longer be called on non BaseAnimating entities ( Fixes crash when using on brush entities )
lodded exterior and undercarriage of beep truck, front, engine, most of interior
Further work on the test map / truck setup
whitebox building 1 updated
Items and Attachments component cleanup
Rename BeforeInspector > BeforeEditor
Removing old node GUI crap from BeforeEditor
Automated Linux Build #337
Attachments/Items, Item cleanup
Automated Windows Build #337
Combat projectiles spawn fix
Combat types move and folder cleanup
changed how animator movement speeds get modifier to stop hit anims getting speed adjustment
Automated Linux DS Build #337
Fixed some Items not correctly initializing their "held" interactions properly
AnimationRootMotion uses unscaledDeltaTime for it's velocity calc, code consistency tweaks
Removed the old building system
▉▍█▆▅▊▄ - ▇▇█▍ █▊▆▄▊ ▅█▋▆▍▋▊ - ▅▊▊ ▉▍▍ ▋▇▌▄ ▇▅▊▅▍▅▆▌ ▆▇█▊▉▍▋
▍▊▋▄ ▊▋▊▌▆ ▄▆▊▍▋ ▇▄ ▊▌ ▋▍
Automated Windows Build #338
Automated Linux DS Build #338
Automated Windows Build #339
Automated Linux DS Build #339
tweaked the crouchwalk animations so they're lower and more distinct from the standing/walk animations
tweaked the pistol viewmodel's sprint animation
FOR FUCK SAKE change camera ssao solution
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
Fixed "invisible water purifier" issue
Started adding new audio bundle stuff (not doing anything yet)
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Don't parent view to itself in Entity+View. Duh.
▅▆▇▌▌ ▊ ▌▇▇▉▆▍▊▍ ▌▊▇▉▇▅▌ ▌▍ ▉▄▇▋▄▉▌█▊▊▍▉
Automated Linux Build #340
Automated Windows Build #340