244,596 Commits over 3,898 Days - 2.61cph!
Fixed missing collider ~ top tier door
Switched off Tone mapping in Unity light test scene. Tweaked lighting and materials on imported visible environment assets.
Deleted unneeded assets from scene.
* Fixed engine.WriteSave being able to write files outside of the save folder.
* GitSync
Hardcoding some values in skin shader
updated bota vm anims & clips
Unify join/leave messages
Fixed detail normals on mesh blend; cleaned some warnings
tweaked net shader, it now alphas out towards bottom. also need to make top look better tomorrow. Changed foliage material and shader to look more cartoony. Changed test court skybox texture and adjusted lighting. Added temp char test shader and applied to scene
Updated player clothes maya source
Tweaked topology dilation destination masks
Replaced hill noise with a nicer-looking, more noisy variant
playerskin2.tga was moved apparently :s
Fixed possible warning in tangent calculation when aligning decor
Added more descriptive procedural component loading statuses
playerskin2 materials plus textures
Signs break properly when parent dies
Planner placing deploybles works properly
Changed how guide skins work (simpler, generic, reliable)
Re-exported satellite dish LODs and collisions, refactored prefab scene
added wild west and test scene mesh components in to jasons lighting scene
Post-build deployment, GUID: 30f9ce57-afb5-43e4-a801-77a63fa8b886
Made standard refraction shader blending physically correct (alpha only affects diffuse)
made foliage texture flatter and more cartoony
Changed camera orbit setting
- Increased playership acceleration again, from 550 to 800
Test scene for Unity shader/material and lighting set-up.
A starting point, not an end point.
Post-build deployment, GUID: f62c90ed-824f-49d9-a4c1-4f79bddb61e7
Server executes server.cfg properly
Server saves "saved convars" to serverauto.cfg, which runs right before server.cfg
Fact check player counts
fixed the bug with the player animating like a complete retard