243,798 Commits over 3,898 Days - 2.61cph!
- Added an experimental cache system for vectors/angles returned by Lua functions to minimize memory allocation/freeing
- Improved cursor handling in TextEntry for Ctrl+Left/Right
- Improved the logic for AI squads in multiplayer (still needs some work)
- Added GM:NotifyShouldTransmit(ent, shouldtransmit) to catch clientside PVS states on entities
- Cleaned up the code for Lua timers
- Added VProf support to a bunch of functions
- Player view smoothing now works properly when walking up stairs with a custom step size
Trying an alternative height map encoding
Less aggressive parallax inversion attenuation; scaled down parallax a bit as well (needs POM approx)
Removed ProfileProceduralMap; added ProfileProceduralTerrain
* Added CNavArea.GetIncomingConnections( NavDir )
* Added CNavArea.GetAllIncomingConnections()
* GMPublish: Removed the need for steam_appid.txt
* Fixed Hammer making Steam show you as playing Garry's Mod
* Added navmesh for gm_flatgrass
Potential SoundManager NRE fix
added some new intermediary walk/run animations for the Wolf (to minimize the amount of foot sliding).
tweaked the playback speeds for the wolf
added some new intermediary walk/run animations for the boar (to minimize the amount of foot sliding).
tweaked the playback speeds for the boar.
Additional error logging in SoundManager
Updated skinning on Mavis
MixerSnapshotManager NRE fixes. Remove old snapshot manager that was still attached to camera in menubackground scene
Tweak rendering distances
- WIP loading/saving changes
Merge from custom-map-backend
Baked / painted all required CraggyIsland info, is now a fully working custom map
Removed need for terrain splat prototypes at load
Removed some stuff from the world class that shouldn't be in there
Fixed SpawnHandler on non-procedural maps
added reeds and foliage to swamp court level, added foliage shader, fixed transparency issues on court.
Updated error report urls
Switched to bone for the ball - can be either left prop or ball
Added serve to controller - need to fix throw for multi racket characters
Updated Serve anim, edited anim events
Finished up topology painting
Updated Mavis serve, exported & added events
Dev - holding F6 down will draw collliders
Warn if using the wrong unity version
Added topology painting test
custom collision for windows bars, cleaned up any previous rotations the prefabs had by default
Added biome painting
Refactoring and cleanup
WIP character select
removed some unused objects / scenes
If sign texture isn't set or doesn't exist then unlock the sign for editing (for old saves)
Added giveall (admin give item to everyone on server)
Added giveto (admin gve item to specific player)
Fuck it, you can have woundedLoopSound back when you can implement it safely
Fixed NRE in MixerSnapshotManager with woundedSnapshot
Added emission to custom standard refraction shader
Changed all instances of "Unnammed" to "Unnamed"
Terrain painting prototype
- Increased size of hit impact
- Increased size of explosion
- Reduced size of grenade projectiles
- Grenade test weapon now fires in burst of 4
- Ripped a lot of old code out of the save game system
- Character creation screen slots are now just new or load, removed class stage.
- Character loading/saving is back, but missing all the new stuff
Fix for issue #183, re-aligned all these models in Y+for uniformity, updated prefabs
- Changed Boozeburner layer so they don't get the outline effect