243,675 Commits over 3,898 Days - 2.60cph!
Sync with GitHub for 7 Aug 2014
Procedural map fully supported and running procedural virtual texturing
Window piece was mistakenly overwritten, commited new prefab
changed the player animation state machine so each of the weapons have their own overlay sub state.
player animations for attack / deploy / reload while holding a rifle.
Reverted file.Find change - didn't work
More light tree and shrub files
made some changes to the player animation state machine; added prone/crawling animations.
Added first draft floor, window and stairs for the log building set.
Merged some changes contributed by Robotboy:
Fixed ammo box not working on the HL2 jeep
Fixed HL1 prop_breakable gibs not spawning
Fixed incorrect model for HL1 barnacles
Fixed HL1 grunts not dropping the right items when killed
Fixed HL1 sentences not being loaded
Fixed CSS muzzle flashes not appearing on some weapon models
gui.OpenURL now accepts HTTPS addresses
Restored preset saving
Fixed MsgC ignoring first argument if it's not a color
Fixed file.Find returning text files in the folder list
Added some missing MAT_ enums
Renamed Zeno Clash to Zeno Clash (Model Pack) in the mountable game list
Added chat.GetChatBoxSize
Building part skin sets now work
Fixed bad translucency on forest 4's.
Shrub textures and a little cleanup.
Added 3x3 shack and front corridor walls
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
More changes to HEM.
Made mouse input difference / maybe worse!
re-export torch world model & edited bow prefab
Nuekd some random FBX and building materials. Updated new log building pieces.
Changed terrain minimum pixel error to 5
reset positions of all world model weapon prefabs
World model attachment bone now defined by the weapon itself
changes to hold type anims & world meshes for correct weapon placement
Fixed seeker absorb rate, tweaked colours.
Can now reset after game over.
Re-organising builing assets.
Reduced rock count slightly
Protocol++
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Added server.ip variable (to bind server to specific ip)
Set shininess on all rock materials
Color matched (ish) sand rocks
Fixed rock shader being too dark
Created selectable interfaces.
Add a little keyboard wrapper that sends events instead.
Made updates can now move and delete edges and vertices.
Updating building test save
Use InvokeAtomic to refresh conditional skins, so it only gets called once instead of once per surrounding skin
Oopsy, the save wasn't loading
Added BuildingTest scene - loads a saved building to test building component changes
Gravity strength can now be toggled, meaning the player has more control over their altitude.