201,418 Commits over 4,171 Days - 2.01cph!
Turrets now properly work about 90% of the time, just need to add now that they track zombies who aren't the closest but are in view.
fixed Team base entity tags being cleared immediately after they're set.....
Fixed event expired issue
Objects now have weight when you move them, so you cant just smash everything out the way lol
Got menu buttons working and added mission info button
AI waypoints
Added HX volumetric lighting
AI waypoints
Added HX volumetric lighting
added a buggy gravity gun Particle beam that draws between the player and whatever object he's moving.
Mission time info in the main HUD, and other mission tweaks
Set mission time in real time, so it's game speed independent. +Some time UI changes.
control mission now uses board tags not game tags, added SetBoardTag match action
Launch_site scene update, dressing sciency side
TileTopper SO with ApplyToTile and RemvoeFromTile functions
test model
Added opacity mask dithering to core/hair shader
Updated core shader set to latest
rethrow caught exceptions so we actually fail properly
map editor tile topper mode wip
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
Checked the instancing checkbox on some decals that didn't have it set
Navmesh and ai now working. Got gravity beam working now about 80% proprly still shit n fucked tho.
TileView tag change/model wip stuff
more (dm7 map saved with the TilTopper data too. If map fucks at some point, it's this commit)
Re-enabled far splat uvmix on highest shader quality level (600)
wip capture individual location points
Fixed grass shader compilation
Launchsite warehouse rework progress
Launch site warehouse progress
Enemy navmesh ai now face the right way lol.
Fixed recurrent shader compilation warning
fixed bow / crossbow worldmodel culling preventing them from animating