199,319 Commits over 4,140 Days - 2.01cph!
Changed turn acceleration from 0.4 to 0.7
Physgun no longer crashes when held entity is removed and a new entity is picked up in the same frame that isn't MOVETYPE_VPHYSICS
Automated Linux Build #480
Force disabling biome tinting in lowest shader level
Automated Windows Build #480
Merged physgun changes
Merged d1_trainstation_05/ep2_outland_01 CPhysBox hack
Merged 'do not load vaudio_miles' stuff
Automated Linux DS Build #480
Increased look angle clamping.
moved dens to mirror game tree
Automated Linux Build #23
Automated Windows Build #23
Added bird flocks asset, added birds to skull landmark
Automated Linux DS Build #23
Ship->world collision improvement and refactor.
Buoyancy code refactor. Purged a load of warnings everywhere.
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Added mips to some terrain textures for better texture cache occupancy
Modified remaining fetches to use lods
Moved biome tint computation to vertex program
Re-enabled biome tinting in lowest shader level
Fixed non-critical compilation error in unused shader
Disabled the distortion on water transition effect and made it a callable function for water splash/drop screen effects. Triggers on collisions above speed percent of > 0.4
More pretending I know what I'm doing with shaders
First stage gbuffer reshuffle + switch to spheremap normal encoding
"Breaks Into" on item description
fixed the anim event on the pistol deploy
improved the third person pistol hold
fixed some stuttering with the walk / run animation blends
Fixed bad merge in EntityManager
Fixed path issue on hex 4
Mini map scales with speed
* Fixed an exploit allowing people to die and respawn on a ladder
Automated Linux Build #481
Automated Windows Build #481
Don't need to adjust car FOV anymore. Set out-of-car view angle up to 170.
Automated Linux DS Build #481
Fixed visual aim angles on proxy not matching actual aim angles
Aligned client hitbox default
Auto-select pistol when entering vehicle, if it's available in your belt
Enable animations on invisible players - needed to move the player's hitboxes.
- Fixed error where walls not showing in editor
- Cleans doors in building editor
Restoring UnitManager gamestate callback for navmeshagent enabled toggling, which is a hack but apparently we need it.