199,328 Commits over 4,140 Days - 2.01cph!
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
animal data; sleep patterns, diet, gestation
initial goal level role scoring implementation
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
added new prefabs in to city 2 scene, rebuilt city and added correct materials etc
added new tunnel signs. fixed missing MM meshes visibility on road pieces. Many prefabs seem to be missing MM pieces.
water bottle 1st pass viewmodel anims, prefab & controller
* Added a second parameter for Player.Give - boolean, set to true to not give any ammo ( at all ) when the weapon is given
* Fixed changing Lua variables of SWEPs in hooks such as GM:WeaponEquip not being applied to engine functions instantly
* GitSync - TTT, draw.RoundedBoxEx changes
Automated Linux Build #475
Automated Windows Build #475
Automated Linux DS Build #475
Made PropRenderer IClientComponent (client needs it)
Player now moves correctly along with vehicle rotation when inside
Removing vehicle camera again - player view only.
Allow separate player positioning in vehicle between view and world models
Resetting player state on vehicle entry and exit. No ore getting stuck crouching in the driver's seat etc
Fixed animator assignment bug
Resetting eye direction when entering vehicles. Look straight forward.
Cannon ball speed increased, can now aim cannons left/right
* Improved Entity:GetKeyValues to show actual values of keys and to show ALL keys
Automated Linux Build #476
Automated Windows Build #476
Automated Linux DS Build #476
▉█▊ █▊▅ ▆▋ █▉▋▌ ▉▄▋▋▌ ▋▊▋▌▄▄▍▄█▆▉ ▆▄▋▍ ▉▉█ ▌▊▇ ▅▍▋ ▉█▋▄▌▋▆▋▅▌▌▅▍ ▆█▇▊▇
Automated Linux Build #477
Can now properly select and paint units in the editor.
Automated Windows Build #477
Automated Linux DS Build #477
Fixed ProjectileWeaponMod not setting limitNetworking after server load
added _MM road parts to all prefabs that didn't have any.
Hid buildings in hexes that obscured bridges and bridge roads