256,242 Commits over 4,018 Days - 2.66cph!
set of industrial light fixtures - greybox and prefabs
Updated the in game updates text
- more deathrow. nearly there
Support multiple materials
New ak47
Updated AI - now a bit less brutal
Removed unused config params
Monument splat mapping support (via terrain tools)
Make sure everything is saved before uploading
Check for problems before allowing upload
Create and include a bundle
Upload version tag
Reduced net Z velocity
Tweaked hit values
Sat dish scene backup
closed holes on sat dish models for the new use of sat dish pieces
Moved smash target position
Added win/lose to character controllers
Some improvements to finding best goal and goal plan.
Monument alpha mapping support (via terrain tools)
added blog images and webm for ian
This approach looks at the score of each goal for each layer of depth, and traverse down the best scoring path in the goal hiararchy until it reach the end.
Texture changes and mockups.
- More WIP AttachmentEditor stuff
- Exposed the override anim string in EmoteState
More work on Goals and Agent+DM specifically.
Lob is now easier to return
Exit transitions for owl / mavis
- More reaper bro changes.
Rock material terrain blend tweaks
Automated Linux DS Build #71
Automated Windows Build #71
Automated Linux Build #71
Automated Linux DS Build #70
- Fixed Player:GetEyeTrace not working correctly with lag compensation
- Ground speed for NPCs now takes model scale into account
- Fixed prediction errors when walking or attempting to sprint while crouched
- Slightly improved player movement on moving props so they are less likely to be ejected
- Fixed particle systems not obeying some attach types correctly
- Fixed scenes not playing in some cases
- Fixed some issues with player movement prediction
Automated Windows Build #70
- Fixed Player:GetEyeTrace() not working correctly with lag compensation
- Moved GetConVarNumber and GetConVarString to Lua for better performance
Airfield compound wall rotation fixes
Removed some old placeholder radtowns