244,390 Commits over 3,898 Days - 2.61cph!
Subscriber stuff. Packets aren't getting sent :(
Submitting changed items for repository change.
Added smartobject_test scene assets
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions
Moved hit power / hit boost / hit time params into config. Now each character can have different powered hits
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
Sorted out most of the subscriber system.
* GitSync
* Fix default crouched hull height
* Reverted changes to Entity.SequenceDuration
* GMPublish: Clean up quota before updating/creating an addon, don't delete files from quota as soon as finishing updating
* GitSync
* Fixed a crash issue with npc_turret_floor
* Removed CNavArea.GetAdjacentAreaAtSide
* Added Warning()s to net.Send & net.SendOmit
* Entity.SetBonePosition's first argument is now not optional
* Last 5 arguments of EmitSentence & EmitSound globals are now optional
Handle server is full properly
Shader variant updates
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults
Fixed issues across multiple water instances; fixed some bugs as well
Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water
Added WaterLevel scene
Updated icons. Made item container panels display in the right order.
Updated Jetpack effect, need to link to anim event
Fixes for input manager
made swamp court much smaller and confined so the player always sees the outside environment. repositioned trees, plants and buildings to fit new size.
Positioned rib cage in centre and animated court to move inside of confined ribcage.
Tweaked environment so it doesn't clip camera during gameplay.
Added lights for ribcage lights (not modelled yet)
Still have problem with court and court fringe materials not lighting properly, need to investigate
-merged with main
-influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
Fixed stacking bug where couldn't stack if container was full but item not fully stacked.
Implemented stacking. Need to work out the bugs.
Extra warning is primaryBody isn't set
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch
Refectored water renderer; fixed issues with disappearing highlights, fog
Added and cleaned up preliminary terrain shoreline wetness from last week
Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering
Refactored threaded simulation
Fixed server NRE in ServerProjectileHit
Fixing/Diagnosing server BaseCorpse NRE