199,489 Commits over 4,140 Days - 2.01cph!
Removed the old building system
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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.
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Automated Linux Build #340
Automated Windows Build #340
Added Apex Path & Apex Steer
Automated Linux DS Build #340
fixed broken skin rigging on player model
fixed the crouch anims so the feet stay planted on the ground
Added mat_requires_rt_alloc_first from upstream
Automated Linux Build #341
Merged changes to materialsystem and debug overlays
Automated Windows Build #341
tone down the ADS fire animations for the pistol / m4
Automated Windows Build #8
Automated Linux DS Build #341
Automated Linux DS Build #8
Initial test of local unit avoidance.
FOR FUCK SAKE lighting prefab
!A wall turret plasma prefab tile
FOR FUCK SAKE pipe texture
Entity Create and Setup positional params
Removing a bunch of navigation hacks and workarounds
Reduced pitch variation in Unit.Audio
Removed debug rays from CameraModule
Fixed things colliding with the UnitPortraits layer
AvoidanceNavMeshAgent enabled gate
Nuked local avoidance hacks
Basic avoidance system using Uniy's NavMeshAgent priorities.