200,227 Commits over 4,140 Days - 2.02cph!
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
[D11] Initial support for console controller - wip
merge from procmap_puzzles_polish
more fixes for wooden sign placement
[D11] Allow controller to respawn on death
We now calculate a cap modifier that's the total of all the active needs to ensure that needs act as a mood penalty.
Various fixes to needs stuff.
water lilies for swamps and lakes (models/textures/prefabs)
New skin cache version (force-refresh normal maps)
old book materials and textures + 4 pile variations.
individual book prefabs. no lods, 100 triangles and under for each.
Changed how IsBusy works with input.
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Fixed potential NRE in water culling volumes
Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
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Merging global fixes from bandit_town
Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
[D11] Try building assets for StandaloneLinux64 and output message in client failure to teams
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Added input.GetKeyCode, works opposite of input.GetKeyName
update temple A env
fix sorting between capture point and smoke FX
Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities.
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Fix error on quit in editor
Testing tree and bush impostors
AI edit, now looks properly for allies.
CLuaEmitter.Add will now also initallize startSize
You can now ignite ragdolls
Updated TTT to its latest version
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
Added SetQuadraticAttenuation, SetLinearAttenuation, SetConstantAttenuation, and their getters
added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
swamp_a, b, c baseline scene files
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a initial terrain sculpt backup
c4 updates merge from New c4 branch