199,178 Commits over 4,140 Days - 2.00cph!
some powerplant ground floor painting / dressing around central building
loot/npc layers should now be set worrectly
Added buffer resize + tests (needs removal fix)
* Entity.GetKeyValues will convert boolean values to integers instead, for compatibility with SetKeyValue
Automated Linux Build #516
Automated Windows Build #516
Integrated the custom Facepunch utility ai solution Garry and I worked on for a couple days, compared to Apex the Senses/Visibility calculations kills its performance and scalability.
Automated Linux DS Build #516
Made getting in/out of cars work with the new network system
projectile fix
removed unused stats from BaseNPCClass
Extra closing brace got in and ruined everything
Aiming tweaks and untested chat messages
Fixed vehicle in a more correct way now that I understand things better.
Fixed 5.5 related compilation error
melee sprint block happens at moment of impact instead of strike time
melee sprint block reduced
mace cost reduced and damage buffed
salvaged sword cost reduced
thrown weapons stuck into other objects use throw direction as impact normal
Added a little editor window with some buttons
Added a basic little editor window with some buttons
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
Disabled rust/std detail layer in materials that weren't actually using it
Starting work on adding vehicle spawners
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper
Improved reload verification
Working on vehicle spawns
Door interaction toggles renderer batching on animator game object
Added batching to doors, double doors, floor grills, ladder hatches, gates, cell bars, fences, shopfronts, shutters, boxes and sleeping bags
Recalculated bounds on door barricades
Increased tree entity bounds padding
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