244,575 Commits over 3,898 Days - 2.61cph!
DamageProtection becomes ProtectionProperties
Added ProtectionProperties assets for clothes and buildings
Fixed some clothing not having colliders
Fixed some clothing materials using the wrong shader
Changed how sprite UVs are serialized / deserialized to reduce bandwidth in cases where sprite atlases are larger than 256x256.
Tweaked sprite atlas generation so that sprites are aligned to 4x4 pixel blocks.
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
tweaked ambient light and other material colours to make scene look less orange and more natural
Recorded some new demos since the texture coordinates are invalid in the old ones.
Removed _another_ sneaky `Test` exception from Mazing.
Areas outside of the sprite atlas are now transparent.
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Corruption persistence tweaks.
Some cleanup for the new sprite packing algorithm.
New sprite packing algorithm.
brightened up rock lightmaps (switched to add instead of multiply to try to make the blues less green), darkened main light intensity from 0.5 to 0.4. Added sinwave timer back on to court to art-test
Disco flare fix for the testlevel.
eating animations for boar / stag / bear / wolf
Fixed a bunch of warnings
Fixed all the whack tree LODs. More ground texture wips.
[block_party] re-did player sprite
Clothing protection values
building protection values and health balance
fixed grade damage assignment on default spawn
[block_party] squid block laser no longer goes through blocks
Improved how AISense detects corpses.
BaseAnimal no longer hides it's public properties under a server CC flag.
AISense now searches using type comparison.
Hammer sounds and sound tweaks
Assert that UpdateNetworkGroup is only called serverside
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Fixed hammer, added map compiling tools, added model compiling tool ( needs testing ), moved garrysmod.fgd to GarrysMod/bin
GitSync + Update Bootil to latest version
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Added minium / max scale for generated rocks
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Animal partol values no longer using defaults.
Restored animal properties from main.
Merged remote logging fixes.
Player metabolism is now logged after a 10% health change.
Added remote log to game setup.
New char02 fbx export to source and art database. Texture compression check. Material tweaks.
Merged changes from main.